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EpicQuest Dungeoning

Changelog

Every CurseForge file, newest first.

  1. 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.

    File on CurseForge

  2. 2.0.0

    Beta

    MC 1.21.1

    Changelog - v2.0.0

    Jigsaw generation (breaking)

    • Removed schematic placement (.nbt / .schem paste). Dungeons are jigsaw-only.
    • Per-dungeon packs under config/epicquest_dungeoning/dungeons/<id>/ with structures/ and worldgen/template_pool/.
    • dungeons.json uses a jigsaw object; schematic and spawn fields 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_templates place 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-minecraft namespaces 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.

    File on CurseForge

  3. 1.2.1

    MC 1.21.1

    Changelog - 1.2.1

    Key attunement

    • Craftable unbound Dungeon Key (iron + amethyst + polished deepslate).
    • Optional attunement_item per dungeon in dungeons.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.

    File on CurseForge

  4. 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 / /dungeons commands require op (permission level 2).

    Completion & extract

    • Optional per-dungeon completion in dungeons.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 DungeonCompletionAPI plus DungeonCompletionRequestEvent / DungeonCompletedEvent.
    • New Dungeon End Pad block for reach_end.
    • See defaults/dungeons.examples.json for sample completion configs.

    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 player

    Currently in progress

    - To craft and attune dungeon keys
    - Dynamic tooltips for dungeon keys (name, description, dungeon image)

    File on CurseForge

  5. 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.

    File on CurseForge

  6. 1.0.3

    MC 1.21.1

    1.0.3

    • Live config reload — editing dungeons.json updates 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.

    File on CurseForge

  7. 1.0.2

    MC 1.21.1

    EpicQuestDungeoning - v1.0.2

    Added:
    - configurable option for teleport delay

    Example:
    - "teleport_charge_seconds": 2.0

    Notes:
    - During the delay, particles and a charge sound, to give the feel of actual teleporting.

    File on CurseForge

  8. 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 .schem files 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.
    • image config field — optional preview PNG per dungeon (config/epicquest_dungeoning/images/).
    • absolute_position spawn option — use world coordinates directly when true; otherwise spawn is relative to the dungeon placement origin.
    • protect_structures config — toggle block break/place protection inside dungeons (default: true).
    • return_fall_damage_immunity config — 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 return command — return to spawn without using the inventory button.
    • images/ config folder — created automatically alongside schematics/.

    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.

    File on CurseForge

  9. 1.0.0

    MC 1.21.1

    Initial build

    File on CurseForge