CurseForge · Minecraft mod
EpicQuestDungeoning
Load custom dungeon schematics from config, let players pick a dungeon via GUI, enter through a portal block, and return to spawn. Supports .schem/.nbt, structure protection, and full JSON configuration.
Quick answer
Which EpicQuestDungeoning release should I use?
EpicQuestDungeoning epicquest_dungeoning-2.0.1.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is EpicQuestDungeoning required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does EpicQuestDungeoning epicquest_dungeoning-2.0.1.jar need?
epicquest_dungeoning-2.0.1.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add EpicQuestDungeoning without breaking your instance.
Built for EpicQuestDungeoning epicquest_dungeoning-2.0.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use epicquest_dungeoning-2.0.1.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside epicquest_dungeoning-2.0.1.jar. It opens that exact file at the source.
About this project
What does EpicQuestDungeoning add?
EpicQuest Dungeoning — author documentation for NeoForge 1.21.1.
Build jigsaw dungeon packs, register them in config, and let players open them through keyed portals. Layouts generate in a shared void dimension on keystone activate, then wipe on extract until the next activation.
Strongly recommended: use EventMaker alongside this mod. EventMaker helps authors configure events (invisible triggers + datapack/KubeJS command polls) inside dungeon jigsaw pieces — doors, corridors, boss rooms, loot gates, cutscenes, and more. Pair it with /dungeon complete / the completion API when a trigger should extract the party.
How it works
- Author a pack: structure pieces (
.nbt) + vanilla-style template pools underconfig/epicquest_dungeoning/dungeons/<id>/. - Register the dungeon in
dungeons.jsonwith a requiredjigsawobject. - Player attunes a dungeon key (anvil: unbound key +
attunement_item) and inserts it into a Dungeon Keystone. - The mod generates the jigsaw instance, fills leftover connectors with dead-ends, and ensures
unique_templates(e.g. boss) once in a late depth band. - Portal entry teleports to a Dungeon Player Spawn block placed in your pieces.
- Completion / return starts a 10s group extract, then wipes that dungeon (no regen until next activation).
Pack layout
config/epicquest_dungeoning/
dungeons.json
images/ optional preview PNGs
dungeons/<dungeon_id>/
structures/<namespace>/.../*.nbt
worldgen/template_pool/<namespace>/*.json
Use one namespace per pack (often the same as dungeon_id). Pool file .../quartz_corridors/halls.json → id quartz_corridors:halls. Structure file .../hall_1.nbt → quartz_corridors:hall_1.
Building pieces
- Structure Block SAVE mirrors into the pack under
config/.../structures/and creates the pack folder if needed. - Put a Dungeon Player Spawn in the start/anchor piece (entry pose).
- Put a Dungeon End Pad only if you use
reach_endcompletion. - Wire jigsaws with matching name/target pairs (vanilla rules). Dead-end pieces should be terminal (
minecraft:emptytarget/pool); the filler can adapt their name to seal leftover openings. - Keep at least one small dead-end in
fallback_pool. If nothing fits collision checks, the smallest attachable dead-end is force-placed.
Registering (dungeons.json)
{
"id": "quartz_corridors",
"name": "Quartz Corridors",
"description": "A labyrinth of smooth quartz halls.",
"attunement_item": "minecraft:quartz",
"jigsaw": {
"start_pool": "quartz_corridors:anchor",
"start_jigsaw_name": "quartz_corridors:anchor",
"size": 12,
"max_distance_from_center": 160,
"fallback_pool": "quartz_corridors:dead_ends",
"unique_templates": ["quartz_corridors:boss"],
"unique_depth_min_ratio": 0.75,
"unique_depth_max_ratio": 1.0
},
"completion": { "type": "reach_end", "stand_seconds": 3 }
}
Required jigsaw fields
| Field | Meaning |
|---|---|
start_pool |
Template pool for the first piece |
start_jigsaw_name |
Jigsaw name on the start piece used as the expansion root |
size |
Expansion depth / piece budget (default 7) |
max_distance_from_center |
Horizontal radius from origin (default 116) |
fallback_pool |
Dead-end pool for leftover connectors |
target_fallbacks |
Optional map: jigsaw target → alternate dead-end pool |
unique_templates |
Structure ids placed exactly once in a late depth band |
unique_depth_*_ratio |
Depth band = floor(size × ratio); defaults 0.75–0.90 |
Global options: return_button_item, cooldowns, protect_structures, teleport_charge_seconds, portal_activation_radius.
Completion
kill_entity—"entity": "minecraft:warden"collect_items—"items": [{ "id", "count" }](detect only; does not consume)reach_end— stand on a Dungeon End Pad forstand_seconds
Omit completion to disable auto-triggers; return button / API / /dungeon complete still extract.
Author checklist
- Choose namespace / dungeon
id. - Build start piece (spawn block + start jigsaw) plus halls, rooms, and dead-ends.
- Write template pools; SAVE or drop NBT under
structures/. - Add the
dungeons.jsonentry withjigsaw. - Optional:
unique_templates,completion, preview image. - Recommended: author in-piece events with EventMaker.
/dungeon reload, then/dungeon generate <id>or activate a keyed portal.- Verify spawn, connectivity, uniques, sealed openings, and events; tune
size/ pools.
Useful commands (op)
/dungeon generate <id>·/dungeon wipe <id>/dungeon piece <id> <piece>·/dungeon pieces <id>/dungeon reload·/dungeon list·/dungeon givekey <id>·/dungeon placeportal/dungeon complete <id>·/dungeon return
Also included
- Attunable keys, rich tooltips, optional JEI recipes
- Structure protection, teleport charge, reload / Reset All progress UI
- Public completion API + NeoForge events for other mods
Requirements: Java 21 · NeoForge 1.21.1
Project description from CurseForge.
Pick your setup
EpicQuestDungeoning by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
EpicQuestDungeoning versions and loaders
epicquest_dungeoning-2.0.1.jar
17 Aug 2026
epicquest_dungeoning-2.0.0.jar
16 Aug 2026
epicquest_dungeoning-1.2.1.jar
15 Aug 2026
epicquest_dungeoning-1.2.0.jar
15 Aug 2026
epicquest_dungeoning-1.0.4.jar
24 Jun 2026
epicquest_dungeoning-1.0.3.jar
24 Jun 2026
epicquest_dungeoning-1.0.2.jar
24 Jun 2026
epicquest_dungeoning-1.0.1.jar
23 Jun 2026
epicquest_dungeoning-1.0.0.jar
22 Jun 2026
Looking for an older file? The official CurseForge project page is in Resources.