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Much More Dungeons

Four handcrafted dungeons and six procedural jigsaw labyrinths, each with tiered loot, themed spawners and a named guardian, linked by treasure maps. Fabric, NeoForge and Forge, 1.20.1 to 26.3.

Автор: NAIZO21,5 тыс.35обновлён 25 окт. 2026 г.
ПриключенияМобыГенерация мира

Описание

Much More Dungeons

Four handcrafted dungeons, six procedural labyrinths, and a reason to go from one to the next. Each has its own biomes, its own loot tier, themed spawners and a named guardian at the end. The labyrinths are assembled piece by piece under the ground, so no two are laid out alike. Vaults hold a treasure map to a dungeon of the next tier: from a smugglers' villa in the plains to an arcane spire in the forest, a cursed keep in the desert and, last, a soulfire crypt in the snow, with catacombs, tombs and frozen vaults beneath them.

Fabric and NeoForge (Forge on 1.20.1) · Minecraft 1.20.1, 1.21.1, 26.1.2, 26.2 and 26.3 · install on the server and clients

What's new in 2.0

Version 2.0 rebuilds the mod around the four dungeons it already had and adds a new family of labyrinths. Here's what changed from 1.x:

  • Six procedural labyrinths: underground mazes of corridors, stairs, spawner rooms, storerooms, libraries, shrines and a guarded vault, assembled differently every time; five under the Overworld and one in the Nether
  • Every chest has real loot: each dungeon has its own loot table and a guarded vault, in four tiers from early game to late game (1.x towers all had the same fixed chest contents, and most dungeons used vanilla tables)
  • A guardian in every dungeon and labyrinth: ten in all, from the Smuggler Chief to the Brute Overseer
  • The dungeon trail: treasure maps lead from each tier to the next
  • 23 advancements in their own tab, with experience for every guardian
  • Better placement: dungeons are centred, never in water or below sea level, never on steep slopes, and kept away from villages
  • More often: the nearest handcrafted dungeon is usually within a few hundred to about 1,500 blocks instead of thousands
  • Biome tags that modded biomes join, a config file, and /muchmoredungeons inspect for server admins
  • Empty spawners fixed, the Villa's walls of empty chests are now barrels, and the Soulfire Crypt has a new exterior
  • Now for Minecraft 26.3 too, and 1.20.1 works exactly like every other version
  • Your 1.x worlds keep their dungeons: every id is unchanged

The dungeons

Four dungeons

DungeonTierWhereSpawnersGuardian
Smuggler's Villa1plains, sunflower plains, meadows, flower forests, savannaspillagerSmuggler Chief
Arcane Spire2forests and taigaszombie, skeleton, spider, witchSpire Illusionist
Cursed Keep3deserts, badlands, jungles, swamps, savannascursed warriors, berserker, shadow mage, rage brute, skeletonKeep Warlord
Soulfire Crypt4snowy plains and slopes, groves, ice spikes, taigas, windswept hillswither skeleton, blazeCinder Warden

Smuggler's Villa

Arcane Spire

Cursed Keep

Soulfire Crypt

The labyrinths

Never the same maze

Labyrinths are built by Minecraft's jigsaw system from fifteen pieces per theme: an entrance shaft (a hub for the deep and Nether ones), corridors, corners, junctions, crossings, stairs that lead further down, two kinds of spawner room, storerooms, libraries, pillared halls, shrines, dead ends and loot alcoves. The vault chamber, with two vault chests, two spawners and the guardian, is always there. Each theme has its own blocks, mobs and loot.

LabyrinthTierWhereSpawnersGuardian
Forgotten Catacombs2under plains, meadows and forestsskeleton, zombieBone Warden
Sunscorched Tomb2under deserts and badlandshusk, skeletonTomb King
Verdant Warrens2under jungles, swamps and lush cavesspider, cave spider, zombieBroodmother
Rimefrost Vaults3under snowy biomesstray, skeletonFrost Lich
Abyssal Halls4deep under any Overworld biome (around y -28)zombie, skeleton, cave spiderAbyssal Knight
Infernal Bastille4in the Nether (around y 40)blaze, wither skeleton, magma cubeBrute Overseer

Every map is new

Find one with /locate structure #muchmoredungeons:labyrinths. The entrance is a small stone shaft with a ladder and a trapdoor.

The dungeon trail

Follow the map

Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier, and a regular chest sometimes has one too:

Tier I (Villa) → Tier II (Spire, Catacombs, Tomb, Warrens) → Tier III (Keep, Rimefrost Vaults) → Tier IV (Crypt, Abyssal Halls)

The map marks its target with a red X and leads to one in land nobody has explored yet. You can also find any of them with /locate structure muchmoredungeons:<id>, or the nearest with /locate structure #muchmoredungeons:dungeons.

Guardians

Something to fight

Each dungeon and labyrinth spawns its guardian once, when it generates. Guardians are vanilla mobs with a name, more health, armour and damage, and better gear. They never despawn, and the weapon they hold always drops.

GuardianDungeonMobHealthDrops
Smuggler ChiefSmuggler's Villavindicator60iron axe
Spire IllusionistArcane Spireillusioner70bow
Keep WarlordCursed Keepzombie100diamond sword
Cinder WardenSoulfire Cryptwither skeleton140diamond axe
Bone WardenForgotten Catacombsskeleton80bow
Tomb KingSunscorched Tombhusk90golden sword
BroodmotherVerdant Warrensspider80(no weapon)
Frost LichRimefrost Vaultsstray110bow
Abyssal KnightAbyssal Hallswither skeleton150netherite sword
Brute OverseerInfernal Bastillepiglin brute150golden axe

Loot

Four tiers of treasure

Every chest rolls from its dungeon's table when it is first opened; the vault (the guarded chest) rolls from a richer one. Labyrinths use the lists of their tier plus their own theme items (bones and candles in the catacombs, gold in the tomb, echo shards in the Abyssal Halls...). Enchanted gear and books scale with the tier:

TierSuppliesValuablesVault highlightsEnchantment levels
1 · Villabread, crops, leather, string, arrows, iron, emeraldscrossbows, iron swords, saddles, name tagsemeralds, diamonds, enchanted iron chestplate5-15 (vault 10-20)
2 · Spireiron, gold, redstone, lapis, pearls, bottles o' enchantingenchanted iron armour, bows, books, golden applesdiamonds, ender pearls, enchanted diamond sword15-25 (vault up to 30)
3 · Keepgold, iron, obsidian, pearls, blaze powderdiamonds, enchanted diamond tools, upgrade templateemerald blocks, totem of undying, enchanted golden apple20-30 (vault 25-35)
4 · Cryptsoul lanterns, blaze rods, quartz, gold, crying obsidiannetherite scrap, wither skulls, enchanted diamond gearnetherite ingot, enchanted golden apples, upgrade templates30-39

Advancements

A tab of its own

Find each dungeon and labyrinth, defeat each guardian (50 to 250 experience), enter all four dungeons for Dungeon Delver (300 experience) and all six labyrinths for Into Every Maze (500 experience).

For servers and modpacks

Your world, your rules

  • config/muchmoredungeons.json: turn one of the four handcrafted dungeons off, set the share of valid spots that get one (chance, 0 to 1), or turn their guardians off. Applies to newly generated chunks after a restart. Labyrinths are standard jigsaw structures: change or remove them with a datapack.
  • Datapacks: spacing and separation (worldgen/structure_set), biomes (tags/worldgen/biome/has_structure), loot tables, advancements, the structure templates and the labyrinths' template pools are ordinary data files under the muchmoredungeons namespace: add your own rooms to a labyrinth's pools.
  • Modded biomes: biome lists use vanilla biome tags such as #minecraft:is_forest, which most biome mods add their biomes to, plus optional conventional tags such as #c:is_snowy.
  • Villages: dungeons and Overworld labyrinths keep four chunks away from village placements.
  • /muchmoredungeons inspect (operators): what the dungeon you stand in holds: its chests by loot table, its spawners, its guardian and where its vault is.
  • No new blocks, items or entities: dungeons are built from vanilla blocks and stay standing if the mod is removed.

Downloads

MinecraftFabricNeoForge / ForgeJava
26.3✔ (Fabric API)✔ NeoForge25
26.2✔ (Fabric API)✔ NeoForge 26.2.0.93+25
26.1.2✔ (Fabric API)✔ NeoForge25
1.21.1✔ (Fabric API)✔ NeoForge21
1.20.1✔ (Fabric API)✔ Forge17

Pick the file whose name has your Minecraft version and loader, for example muchmoredungeons-fabric-1.21.1-2.0.0.jar.

FAQ

Do I need to start a new world? No. Every id is unchanged, so dungeons already in your world stay. New chunks get the 2.0 placement, loot and guardians.

Where do I install it? Wherever worlds are generated: on the server, and on your client for single player. Install the same version on clients that join a server running it.

Can I make dungeons rarer or more common? Rarer: lower chance in the config (handcrafted dungeons). Either way, for any of the ten: change spacing and separation in worldgen/structure_set/<id>_set.json with a datapack.

Can I change the loot? Yes: override loot_table/chests/<dungeon>.json and <dungeon>_vault.json in a datapack (loot_tables/ on 1.20.1).

How do I find one? /locate structure #muchmoredungeons:dungeons (any of the ten) or #muchmoredungeons:labyrinths, or open a vault and follow its map.

Do labyrinths flood or break caves? Their pieces are buried in the ground like ancient cities, so water and lava are kept out, and the entrance shaft is closed by a trapdoor.

Gallery

Arcane Spire

Cursed Keep

Soulfire Crypt

Smuggler's Villa

Forgotten Catacombs

Rimefrost Vaults

Infernal Bastille

Divider

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Последние версии

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release

2.0.0 neoforge 26.3

2.0.0+neoforge-26.3
25 окт. 2026 г.112Minecraft: 26.3neoforge
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
release

2.0.0 neoforge 26.2

2.0.0+neoforge-26.2
25 окт. 2026 г.32Minecraft: 26.2neoforge
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
release

2.0.0 neoforge 26.1.2

2.0.0+neoforge-26.1.2
25 окт. 2026 г.36Minecraft: 26.1.2neoforge
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Что нового
# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
release

2.0.0 neoforge 1.21.1

2.0.0+neoforge-1.21.1
25 окт. 2026 г.142Minecraft: 1.21.1neoforge
Скачать
Что нового
# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
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2.0.0 forge 1.20.1

2.0.0+forge-1.20.1
25 окт. 2026 г.136Minecraft: 1.20.1forge
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
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2.0.0 fabric 26.3

2.0.0+fabric-26.3
25 окт. 2026 г.550Minecraft: 26.3fabric
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
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2.0.0 fabric 26.2

2.0.0+fabric-26.2
25 окт. 2026 г.232Minecraft: 26.2fabric
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
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2.0.0 fabric 26.1.2

2.0.0+fabric-26.1.2
25 окт. 2026 г.66Minecraft: 26.1.2fabric
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
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2.0.0 fabric 1.21.1

2.0.0+fabric-1.21.1
25 окт. 2026 г.114Minecraft: 1.21.1fabric
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.
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2.0.0 fabric 1.20.1

2.0.0+fabric-1.20.1
25 окт. 2026 г.88Minecraft: 1.20.1fabric
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# Much More Dungeons 2.0.0 — The Labyrinth Update 2.0 rebuilds the mod around its four dungeons and adds six procedural labyrinths: real loot in every chest, a guardian in each of the ten, treasure maps that lead from one tier to the next, advancements, better placement and a config file. Every id is unchanged, so worlds from 1.x keep their dungeons. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. ## New - **Six labyrinths.** Underground mazes assembled by the jigsaw system from fifteen pieces per theme, laid out differently every time: corridors, stairs leading down, spawner rooms, storerooms, libraries, pillared halls, shrines, loot alcoves and a vault chamber with a guardian. - **Forgotten Catacombs** (tier 2, under plains and forests): Bone Warden. - **Sunscorched Tomb** (tier 2, under deserts and badlands): Tomb King. - **Verdant Warrens** (tier 2, under jungles, swamps and lush caves): Broodmother. - **Rimefrost Vaults** (tier 3, under snowy biomes): Frost Lich. - **Abyssal Halls** (tier 4, deep under the whole Overworld): Abyssal Knight. - **Infernal Bastille** (tier 4, the Nether): Brute Overseer. - **Four tiers of loot.** Every chest of every dungeon now draws from that dungeon's own loot table, and each dungeon has a guarded **vault** with a richer table: the Smuggler's Villa (tier 1), the Arcane Spire (2), the Cursed Keep (3) and the Soulfire Crypt (4). Enchanted gear goes from levels 5-15 up to 30-39; netherite, enchanted golden apples and upgrade templates wait at the end. Each labyrinth uses its tier's lists plus its own theme items. - **Guardians.** Each dungeon and labyrinth spawns a named mini-boss when it generates: the Smuggler Chief (vindicator), the Spire Illusionist (illusioner), the Keep Warlord (zombie), the Cinder Warden (wither skeleton) and the six labyrinth guardians above. They have more health, armour and damage than their kind, never despawn, and always drop the weapon they hold. - **The dungeon trail.** Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier (Villa → Spire and tier 2 labyrinths → Keep and Rimefrost Vaults → Crypt and Abyssal Halls), and regular chests sometimes do too. Maps lead to one in unexplored land. - **Advancements**: a Much More Dungeons tab with one advancement per dungeon found, one per guardian defeated (50 to 250 experience), **Dungeon Delver** for entering all four dungeons (300 experience) and **Into Every Maze** for all six labyrinths (500 experience): 23 in all. - **Config** `config/muchmoredungeons.json`: turn a handcrafted dungeon off, set the share of valid spots that get one, or turn their guardians off. - **`/locate structure #muchmoredungeons:dungeons`** finds the nearest of the ten, `#muchmoredungeons:labyrinths` the nearest labyrinth. - **`/muchmoredungeons inspect [pos] [fill]`** (operators): lists a dungeon's chests by loot table, its spawners, its guardian and where its vault is. - **Minecraft 26.3** support. ## Changed - **Placement**: dungeons are centred on their chunk and only placed on dry ground at or above sea level and on limited slopes (16 terrain samples under each one), so they no longer float, hang off hills or stand in lakes. They keep four chunks away from village placements. - **Frequency**: spacing went from 80-100 chunks to 24-34, so the nearest dungeon is usually a few hundred to about 1,500 blocks away instead of several thousand. - **Biomes**: each dungeon has its own list (the Villa and the Keep used to share one) built on vanilla biome tags that modded biomes join, plus optional conventional tags. - The tower is now named the **Arcane Spire** and Dungeon T2 the **Cursed Keep** (ids unchanged). - The **Soulfire Crypt** has a new exterior: buttresses, a parapet with soul lanterns and an entrance portico. - The Smuggler's Villa's walls of empty chests are now barrels around six loot chests and a vault. - 1.20.1 now uses the same code as every other version instead of plain jigsaw structures, so the crypt's guardian and loot work there too. ## Fixed - The Arcane Spire's chests all had the same fixed contents in every world. - Empty spawners in the Arcane Spire (four), the Villa and the Cursed Keep. - The Cursed Keep used vanilla dungeon and End City loot; the tower and keep loot tables were never used. - The Soulfire Crypt could place two chests on top of each other and spawn two Cinder Wardens. - Leftover template code logging example messages at startup, and wrong project links in the mod metadata. ## Upgrade notes 1. Replace the 1.x jar with the 2.0.0 jar for your Minecraft version and loader. 2. Dungeons already generated stay as they are. Newly generated chunks use the 2.0 placement, loot and guardians, so new dungeons may appear in different places than 1.x would have put them. 3. If you overrode `worldgen/structure_set` files in a datapack, your spacing still applies. 4. On Minecraft 26.2 with NeoForge, use NeoForge 26.2.0.93 or newer.