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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.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which EpicQuestDungeoning release should I use?

Updated today
Latest stable file epicquest_dungeoning-2.0.1.jar
Game version 1.21.1
Loader NeoForge

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.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

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.

No extra mods listed for this file

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.

  1. 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.

  2. 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.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 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

  1. Author a pack: structure pieces (.nbt) + vanilla-style template pools under config/epicquest_dungeoning/dungeons/<id>/.
  2. Register the dungeon in dungeons.json with a required jigsaw object.
  3. Player attunes a dungeon key (anvil: unbound key + attunement_item) and inserts it into a Dungeon Keystone.
  4. 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.
  5. Portal entry teleports to a Dungeon Player Spawn block placed in your pieces.
  6. 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.nbtquartz_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_end completion.
  • Wire jigsaws with matching name/target pairs (vanilla rules). Dead-end pieces should be terminal (minecraft:empty target/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 for stand_seconds

Omit completion to disable auto-triggers; return button / API / /dungeon complete still extract.

Author checklist

  1. Choose namespace / dungeon id.
  2. Build start piece (spawn block + start jigsaw) plus halls, rooms, and dead-ends.
  3. Write template pools; SAVE or drop NBT under structures/.
  4. Add the dungeons.json entry with jigsaw.
  5. Optional: unique_templates, completion, preview image.
  6. Recommended: author in-piece events with EventMaker.
  7. /dungeon reload, then /dungeon generate <id> or activate a keyed portal.
  8. 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.

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EpicQuestDungeoning by Minecraft version and loader

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Recent files

EpicQuestDungeoning versions and loaders

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Looking for an older file? The official CurseForge project page is in Resources.