Disclaimer: This is a big update, but if you updated to the previous alphas, this is a more stable choice. All changes that were done in the alpha updates for the past few weeks will be listed for clarity. Please note that we've added some features that were never a part of WDA before, such as enchantments. These generate in specific loot tables, within specific structures. If you don't want them, you can use the When Dungeons Arise - No Cool Enchantments datapack.
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Reworked the Infested Temple, introducing trial spawners, vaults and more. This dungeon won't spawn in high mountains anymore, but now fits the terrain in a much better way. You can find it on cherry groves, snowy plains, hills and floral forests. Biome tags have been updated to include modded biomes. Now generates a unique enchantment, Purification (see below).
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Added the Kisegi Sanctuary, probably my favourite massive dungeon yet. Kisegi is a bigger and more lethal version of the Infested Temple, featuring trial spawners and vaults. Also generates two unique enchantments, Ensnaring and Curse of Lolth (see below).
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Added a new advancement, "Sympathy For The Devil", obtained by finding the Kisegi Sanctuary.
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Added the Purification enchantment, available only as a reward in Infested Temple treasure vaults. Purification grants a chance to negate all incoming poisonous and withering effects, releasing a burst of energy that damages nearby enemies.
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Added the Ensnaring enchantment, available only in the Kisegi Sanctuary vaults. Ensnaring confers a chance to inflict greater slowness when damaging enemies, and summons fangs that attack all monsters around them.
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Added the Curse of Lolth, available in several Kisegi Sanctuary chests. Bestows a chance to regenerate health when attacking enemies, but also generates spiders. Damaging an arthropod will reflect damage to the wielder.
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Added the Voltaic Shot enchantment, available in treasure and equipment chests in the Mechanical Nest. Charges arrows with electrical energy, allowing them to fly in a straight line and deliver an explosion.
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Added the Discharge enchantment, available in treasure and equipment chests in the Mechanical Nest. Attacking enemies builds up speed, however, high levels of speed are discharged in a violent explosion, damaging both victim and attacker.
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Added #minecraft:on_random_loot restrictions to all randomly enchanted items (enchantments are now locked to their structures). Illegal or boss-restricted enchantments from Nova Structures (and similar) won't generate in WDA loot tables anymore.
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Fixed several missing loot tables.
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Fixed advancements not working in current Minecraft versions.
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Fixed terrain around Wishing Wells.
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Updated all lang files.
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Fixed missing loot tables in the Infested Temple and Bandit Towers
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Rearranged major and minor structures to avoid certain clashes.
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Fixed language and advancement files (Thanks to TinyBlackQvQ! Check their github pr)
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Added a new massive dungeon, the Mechanical Nest!
The Mechanical Nest is a huge, procedurally generated steampunk/scifi flying city. It has over 160 randomized parts, including rooms, furniture, towers, the occasional blimp and tons of enemies! Check out for traps and piston contraptions!
I believe this could be our most complex structure yet. And who knows, we might make modded addons for it in the future ;)
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Fixed missing loot tables in the Infested Temple and Bandit Towers
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Rearranged major and minor structures to avoid certain clashes.
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Fixed language and advancement files (Thanks to TinyBlackQvQ! Check their github pr)
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Added a new massive dungeon, the Mechanical Nest!
The Mechanical Nest is a huge, procedurally generated steampunk/scifi flying city. It has over 160 randomized parts, including rooms, furniture, towers, the occasional blimp and tons of enemies! Check out for traps and piston contraptions!
I believe this could be our most complex structure yet. And who knows, we might make modded addons for it in the future ;)
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Added a new massive dungeon: Keep Kayra.
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Reworked Mushroom Villages.
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Implemented changes to structure sets to make them less likely to collide. Structures were internally grouped in 'minor' and 'major' structures, which cannot generate next to each other (minor structures always have a gap between them).
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Removed "the_end" and "end_barrens" biomes from all end structures (they should no longer generate on the main end island)
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Added some dungeons to Woodland Exploration maps which can be obtained by trading (Shiraz Palace, Keep Kayra, Foundry, Infested Temple, Plague Asylum).
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Loot tables were changed or nerfed in a few structures, including ships, mushroom villages, illager forts, etc.
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Structures generate more sparsely.
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Fixed mining system loot tables - treasure and basic loot tables have been switched.
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Fixed exploration maps appearing as empty maps on most structures.
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Added more exploration maps (i.e.: abandoned_temple -> mining_system).
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Removed Small Prairie Houses.
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Removed "the_end" and "end_barrens" biomes from all end structures (they should no longer generate on the main end island)
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Added some dungeons to Woodland Exploration maps which can be obtained by trading (Shiraz Palace, Keep Kayra, Foundry, Infested Temple, Plague Asylum)
Note from last update: * Added a new massive dungeon: Keep Kayra.
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Reworked Mushroom Villages to be less cramped.
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Implemented changes to structure sets to make them less likely to collide. Structures were internally grouped in 'minor' and 'major' structures, which cannot generate next to each other (minor structures always have a gap between them).
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Loot tables were changed or nerfed in a few structures, including ships, mushroom villages, illager forts, etc.
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Structures generate more sparsely.
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Fixed mining system loot tables - treasure and basic loot tables have been switched.
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Fixed exploration maps appearing as empty maps on most structures.
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Added more exploration maps (i.e.: abandoned_temple -> mining_system).
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Removed Small Prairie Houses.
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Reworked Mushroom Villages to be less cramped.
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Implemented changes to structure sets to make them less likely to collide. Structures were internally grouped in 'minor' and 'major' structures, which cannot generate next to each other (minor structures always have a gap between them).
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Loot tables were changed or nerfed in a few structures, including ships, mushroom villages, illager forts, etc.
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Structures generate more sparsely.
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Fixed mining system loot tables - treasure and basic loot tables have been switched.
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Fixed exploration maps appearing as empty maps on most structures.
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Added more exploration maps (i.e.: abandoned_temple -> mining_system).
- Removed Small Prairie Houses.
NOTE: An example datapack has been added as an additional file. You can use it along with the main mod to tweak values. It doubles separation and spacing by default.
Expect more updates on the upcoming weeks.
If you're using datapacks, you should update them to better accomodate to the new structure sets. In most cases, these changes may be enough to get your desired spacing & separation.
Known issue: lang files for exploration maps are currently broken.