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EpicQuest Dungeoning

Authoring dungeons

Build pieces in a creative world. Structure Block SAVE with a name that is not minecraft:.... mypack:hall_1 will mirror into the pack folder.

config/epicquest_dungeoning/
  dungeons.json
  images/          optional key / GUI preview PNGs
  dungeons/<dungeon_id>/
    structures/<namespace>/.../*.nbt
    worldgen/template_pool/<namespace>/*.json

dungeons.json needs a jigsaw block: start pool, start jigsaw name, size, max distance, fallback pool, optional unique templates. Put a Dungeon Player Spawn in the start piece. Put a Dungeon End Pad only if completion is reach_end.

Keep a tiny dead-end in fallback_pool. Leftover connectors get stuffed with it. If you skip this, you get holes.

Uniques (boss room, treasure vault) belong in unique_templates with a depth band. Generates that never reach that band are thrown away and tried again. That is why you do not ship a “boss only” stub as the whole run.

Dungeon Event Markers go in the pieces. Creative, right-click, set event_id and block_replace (air is fine). Then ship:

data/<namespace>/dungeon_event/<path>.json
data/<namespace>/event_poll/<path>.json

The poll is a weighted command set. Commands run as the player. ~ is the marker. Each placed marker fires once until wipe or /dungeon event reset. Shared ids can chain with chain_proximity.

Completion: kill_entity, collect_items, reach_end, or omit it and extract with the button / API / /dungeon complete.

A first dungeon: three halls, one dead-end, one boss unique, start spawn, one event marker that opens a fence. size 8. If the boss never shows, raise size or loosen the depth ratios before you add more art.