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Cobblemon: Explore Legendary Dungeons 1.0.0
1.0.012 июл. 2026 г.4,8 тыс.Minecraft: 1.21.1fabric
Что нового
It's finally a mod now....
I decided to rebrand a bit from Professor Porker's Legendary Dungeons to the new title Explore Legendary Dungeons. The mod id in the game however still remains the same pp_legendarydungeons , so you will still be using the same id for stuff like /locate commands.
For the most part, this is just a direct migration of everything I had in the datapack, this time redone / polished into a full mod. This should fix a lot of the bugs that players have been experiencing, as well as have an easier time installing the thing.
While a lot of the systems I had in place were re-done from the ground up, it is mostly on a technical level, and for most playthroughs, it should not make much of a practical difference, just an easier time experiencing it.
Some features that were slightly modified from the datapack:
The old wandering traders that spawned in the squirtle squad outposts now have an expanded trade_pool that adds more variability, yet still keeping the same themes / items as was there previously (though expanded upon a bit)
Noticeably changed the way dungeon rules were applied to the affected zones. Before, it would just break certain blocks that were placed in the area and apply mining fatigue, but now it utilizes a new dungeon rule system that applies more advanced effects on the player in a more accurate area.
Level 3 of rayquaza’s sky pillar was changed to have vexes as the main enemy since the phantoms kept getting stuck and not attacking. This should increase the difficulty of level 3, and provide a more reasonable difficulty progression, since before, the jump in difficulty from level 3 to 4 was kind of ridiculous.
The custom key to my secret vaults, as well as certain old maps were altered slightly. This was a mistake on my end during the very beginning of development on my datapack, where I accidently used custom model data instead of custom data to identify my custom items. This resulted in certain items getting their textures overwritten in resourcepacks / modpacks that used the same id. This should no longer be an issue, however, the old keys / maps will no longer be functional in newly spawned structures.
Rayquaza summoning / secret summoning bugs should be squashed at this point. Hopefully no more issues will arise with it not being able to get summoned.
New features that were added thanks to the freedom of modding lol:
All new trade_pool system. Similar to how loot tables work, I designed a system that is expandable and datapackable that allows for custom trades to be easily injected into villagers and wandering traders with included variance in prices / items. This is most noticeable in the custom wandering traders, which have a vastly increased pool of items you can trade.
Loot table / trade pool injections to vanilla villagers / chests. Now, maps to my structures have a small chance to spawn in cartographer chests, as well as certain villages. On top of that, the vanilla cartographer now has a chance to include maps to my structures as a trade, with maps to my small structures being available at level 1, and maps directly to my dungeons being available once they reach master. This should give players a much easier time finding my structures. Similarly, my custom traders have a small chance of spawning within vanilla wandering trader summons.
Other loot table injections I added were simple ones to both mob and pokemon drops to have a chance to drop my custom key that can be used on my hidden vaults within dungeons. There is a moderate chance of getting one after defeating vanilla bosses / minibosses like elder guardians or the wither. There is also a slight chance of obtaining them through defeating klefki in battle (or by just straight up killing them lmao)
My maps that lead the player to my custom structures now have the ability to give direct coordinates, as well as brief descriptions of what the structure is. This should greatly improve players ability to find my structures, as a common issue I noticed before was that the player had no idea how far away my dungeon was despite having the map, leading to them walking 10-20 thousands blocks with no idea if they are close.
All in all, this mod brings a polished version of what was previously intended through the datapack. I am still working on the next update that adds the other dungeons, but I decided it would be best to transfer over to a mod now to allow more freedom of design and get the improved versions in the hands of players sooner.
Thank you for all your love and support. :)
beta
Professor Porker's Legendary Dungeons 0.2.0 [1.7]
0.2.026 нояб. 2025 г.16,2 тыс.Minecraft: 1.21.1datapack
Что нового
Hotfix:
Updated to be more in line with Cobblemon 1.7
### Features:
- Updated the squirtle squad outpost to now have visible glasses on the squirtles (the way it was always meant to be)
- 1.7 fixed the bug where spawned IVs werent transfering to the captured pokemon, so now any time you capture a pokemon that I set to have perfect IVs (like the rayquaza secret shiny), it will actually transfer over (unlike before)
- Fight or Flight mod is no longer needed for the datapack to work. Cobblemon 1.7 has new aggression mechanics in the base game that I will be working with from here on out.
- also note that Fight or Flight has not updated to 1.7 yet, so you need to delete it from your modpack if you wish to update to cobblemon 1.7
- Huge structure blocks mod is no longer needed for the pack to function.
## New Content:
The next update was originally supposed to add 2 new dungeons for Kyogre and Diancie, but right now I will just be adding the side structures related to Kyogre and any maps found will be placeholders that will lead to the actual structure once it releases in a future update.
- Research Outpost 004 (Magikarp Variants) (3 biome variants of the structure)
- Added a swamp variant of the Tortera RO 001
- Ancient Battleground (Kyogre vs Groudon island)
## Next Update:
Cobblemon 1.7 messed up a bit of the enemy pokemon that spawned in rayquaza's sky pillar. As of now, they lost all their potion effects, and are no longer hostile twards the player. They should be neutral and easier to kill by hand, but I will release another hot fix soon to address these issues
beta
Professor Porker's Legendary Dungeons (0.1.1)(SimpleTMs)
0.1.111 авг. 2025 г.1 тыс.Minecraft: 1.21.1datapack
Что нового
This is the exact same as version 0.1, but this one uses SimpleTMs instead of TMCraft if u preffer using that mod instead
(Future Releases will likely be going forward with only 1 of the 2)
beta
Professor Porker's Legendary Dungeons (0.1)(TMCraft)
0.19 авг. 2025 г.89Minecraft: 1.21.1datapack
Что нового
First Public Version (expect bugs lol)
This version uses TM Craft to supply the loot tables containing tms / trs
Still have much to add
**Hot Fix:**
The previous version had broken chests on the 3rd floor of rayquazas sky pillar.
### **Fixes:**
- Fixed 3rd floor chests
- Lootr mod compatibility
### Changes / Additions:
- All main and secret chests in dungeons now only contain vanilla and base cobblemon loot. Modded items are now stored in vases to prevent corruption of the entire loot table (The amount of loot should stay the same, it is just split up into separate containers)
- All pokemon spawned from structures now don't despawn. (previous issue with smaller structures had most pokemon despawn before the player had a chance to reach the structure)
- All observer / chest based traps have now been changed to calibrated sculk sensor based ones. (issue with the lootr mod messing up the redstone)