Changelog
Every CurseForge file, newest first.
2.0.1
Beta
MC 1.21.1
Changelog - v2.0.1
- Portal keystone detection tries both planes, so command-placed gates with a back cover activate.
- Portal openings accept replaceable / non-solid blocks, not only vanilla air.
2.0.0
Beta
MC 1.21.1
Changelog - v2.0.0
Jigsaw generation (breaking)
- Removed schematic placement (
.nbt/.schempaste). Dungeons are jigsaw-only. - Per-dungeon packs under
config/epicquest_dungeoning/dungeons/<id>/withstructures/andworldgen/template_pool/. dungeons.jsonuses ajigsawobject;schematicandspawnfields are removed.- Generate on keystone activate (also
/dungeon generate). Extract / reset wipe until the next activation. - Dungeon Player Spawn block in pieces replaces config spawn coordinates.
unique_templatesplace exactly once in a late depth band; force-placed if normal growth would miss them.- Dead-end filler seals leftover connectors (
fallback_pool/target_fallbacks). If nothing fits, the smallest dead-end is force-placed. - Structure Block SAVE for non-
minecraftnamespaces mirrors into the dungeon pack under config. - Author helpers:
/dungeon piece,/dungeon pieces,/dungeon generate,/dungeon wipe.
See the mod description / README for full author documentation.
- Removed schematic placement (
1.2.1
MC 1.21.1
Changelog - 1.2.1
Key attunement
- Craftable unbound Dungeon Key (iron + amethyst + polished deepslate).
- Optional
attunement_itemper dungeon indungeons.json. - Anvil: unbound key + attunement item → attuned key (1 XP, consumes 1 material and 1 key).
- Attuned keys show the enchantment glint.
- Creative tab lists unbound key plus one attuned key per configured dungeon.
- Optional JEI integration: subtypes, all attuned variants, and anvil attunement recipes.
Rich key tooltips
- Attuned keys show dungeon name, description, and preview image in a custom tooltip panel.
1.2.0
MC 1.21.1
Changelog - v1.2.0
Milestone release consolidating portals, completion/extract, spawn fixes, and reload UI into one shippable version.
Portals & keys
- Custom portal frame, keystone, and cyan portal interior (Nether-style frame fill).
- Dungeon Key bound to a dungeon id; insert into a keystone to open that gate.
- Walk through an active portal to enter the bound dungeon.
- Keystone activation radius configurable via
portal_activation_radius. - Op commands:
/dungeon givekey <id> [player],/dungeon placeportal. - All
/dungeon//dungeonscommands require op (permission level 2).
Completion & extract
- Optional per-dungeon
completionindungeons.json:kill_entity,collect_items,reach_end. - Entering via portal or teleport pad tags players with an active dungeon session (return pose + entry keystone).
- Shared extract: 10s boss-bar countdown → return party to entry portals → deactivate keyed portals → clear session tags → reset that dungeon.
- Inventory return (while tagged) and
/dungeon complete <dungeon_id> [player]use the same group pipeline. - Forced Reset All extracts live sessions first (no double-reset after natural complete).
- Public
DungeonCompletionAPIplusDungeonCompletionRequestEvent/DungeonCompletedEvent. - New Dungeon End Pad block for
reach_end. - See
defaults/dungeons.examples.jsonfor samplecompletionconfigs.
Author Note
- new items added (portal frame, dungeon portal, keystone, dungeon key, completion pad)
- Dungeon Portals can now be placed by OP via command, or crafted and built (7 tall, 5 wide, and a back cover, using Portal Frame and one Keystone at the middle bottom of the frame).
- Players right-click the keystone with an attuned dungeon key and activate the portal.
- Dungeons are individually reset upon completion and return (completion conditions can now be set in the config file for each dungeon).
- OP can still reset all dungeons via command (all players are returned and act as completed).
- Players can join the same dungeon from different portals, by using the same attuned key.
- Players can still force return via inventory return button (it completes the dungeon, deactivates the portal and rests the dungeon)
- Players involved in the same dungeon are also returned upon completion or return by a playerCurrently in progress
- To craft and attune dungeon keys
- Dynamic tooltips for dungeon keys (name, description, dungeon image)1.0.4
MC 1.21.1
1.0.4
- Spawn Y fix — configured spawn height is used first; no more landing on dungeon roofs. Safe-Y fallback only if your position isn’t standable.
- Reload progress bar — in-game loading overlay with real per-step progress for /dungeon select, /dungeon reload, and Reset All Dungeons.
1.0.3
MC 1.21.1
1.0.3
- Live config reload — editing
dungeons.jsonupdates the selection list without a server restart (open select screen or Reset All). - /dungeon list — shows active dungeon IDs and the config path in use.
- /dungeon reload — (op) reloads config and clears all non-player entities in the dungeon dimension.
- Entity cleanup on reload/reset — mobs, drops, and other entities are removed when reloading or resetting dungeons; players are preserved.
- Removed dungeons — dropped from the list, schematic cache, and cleared of leftover entities.
- Logging — loaded dungeon IDs are written to the server log on config load.
- Live config reload — editing
1.0.2
MC 1.21.1
EpicQuestDungeoning - v1.0.2
Added:
- configurable option for teleport delayExample:
-"teleport_charge_seconds": 2.0Notes:
- During the delay, particles and a charge sound, to give the feel of actual teleporting.1.0.1
MC 1.21.1
EpicQuest Dungeoning 1.0.1
Fixed
- Dungeons not generating after loading a new world — schematic cache was not cleared between worlds in the same session, so structures were skipped and players teleported into an empty void. Cache now resets when a world/server starts.
- Return to spawn placing players at wrong Y — return now uses vanilla respawn logic (bed/respawn anchor or world spawn with correct ground height) instead of raw spawn coordinates at Y 64.
- Return button stuck on cooldown — client now estimates cooldown from synced overworld game time instead of a static value that never ticked down.
- Selection screen dungeons invisible but clickable — list widget was registered for input only, not rendering; fixed with proper renderable widget registration.
- Sponge
.schemfiles failing to load — fixed double-GZIP decompression, palette/index handling for v2/v3, and block placement flags. - Falling through void on dungeon entry — chunks are preloaded to FULL status and spawn Y is resolved against solid ground inside the schematic.
- Dungeon selection screen layout — title is shown above the preview image; description uses a proper two-column row layout.
Added
- Dungeon selection GUI — two-column list with preview image, name, description, and confirmation dialog before selecting.
imageconfig field — optional preview PNG per dungeon (config/epicquest_dungeoning/images/).absolute_positionspawn option — use world coordinates directly whentrue; otherwise spawn is relative to the dungeon placement origin.protect_structuresconfig — toggle block break/place protection inside dungeons (default:true).return_fall_damage_immunityconfig — optional 5-second fall damage immunity after returning (default:true).- Creative mode cooldown bypass — return and reset cooldowns are skipped in creative; cooldown timers are not recorded while in creative.
/dungeon returncommand — return to spawn without using the inventory button.images/config folder — created automatically alongsideschematics/.
Notes
- Spawn coordinates are relative to each dungeon’s placement origin by default (2nd dungeon: +10000 X, 3rd: +20000 X, etc.).
- Very large schematics (e.g. hundreds of blocks wide) may cause lag on first load and teleport.
1.0.0
MC 1.21.1
Initial build
Adventure Engine
BassSanctum
Cataclysm DeDust
EpicQuest Dungeoning
EpicQuest Hub
EventMaker
Leylines
Spell Codex
Spell Codex Ars Compat
SpellActionbar
Structure Encyclopedia
TikFiniTok
SC Final Adventure
SC Final Adventure - Arcana
SC Final Adventure - Machines
SC Final Adventure - Mechanical Genesis