Ascension Protocol
Configuration

Dungeon Families

Themed gate dungeons — mob pools, bosses, palettes, and staff testing

When a hunter enters an open gate, AscensionGates rolls a dungeon family from gates.ymldungeon-families. The family controls which wild mobs spawn, which boss appears in the arena, and which block palette the procedural generator uses.

Requires AscensionShadows and instances.mobs.spawn-wild-archetypes: true in gates.yml for ModelEngine wild mobs.

Flow

  1. Player enters gate → DungeonFamilyService picks a family for the gate tier (or a forced family — see below).
  2. Chat: [Gate] Theme: <display-name>.
  3. The v3 themed generator builds the dungeon: layout shape and decorations follow the family theme (goblin camps get tents, campfires and palisade posts; ant nests get cramped burrows with egg chambers; mines get timber-framed galleries with ore veins; crypts get sarcophagi and cobwebs; …) using the family materials palette.
  4. Combat spawns draw from mob-archetypes.
  5. Boss arena spawns boss-archetype as a wild mob (wild-model-engine-id from shadow-archetypes.yml).

If no family matches the tier, the plugin falls back to rank-based materials and legacy mob selection.

YAML fields

KeyDescription
display-namePlayer-facing theme name
tiersGate ranks that can roll this family (E, D, C, B, A, S, SS, MONARCH, …)
boss-archetypeShadow archetype id — wild form used in the boss arena
mob-archetypesPool of archetype ids for tunnels and combat rooms
themeGeneration theme — controls room shape and decorations. One of cavern, goblin_camp, ant_nest, mine, beast_den, crypt, fortress, nest, crystal, storm, infernal, void, sculk (default cavern)
materialsBlock palette: walls, floor, ceiling, pillar, light, accent, trim, floor-accent, cracked, platform
schematicsOptional schematic names (without .schem) when instances.use-schematics: true

Themes

Organic themes (cavern, goblin_camp, ant_nest, beast_den, nest, crystal, void, sculk) carve winding tunnels and caverns; structured themes (mine, crypt, fortress, storm, infernal) build square rooms with straight, framed corridors. Each theme adds matching props — tents and supply crates, egg clusters, timber supports and rails, sarcophagi, nest mounds with magma, amethyst spikes, lightning rods, floating void shards, sculk growth.

Bundled families

Multiple families can share a tier — one eligible family is chosen at random per entry.

IDDisplay nameTiersBoss archetype
goblin_campGoblin CampEgoblin_chief
ant_tunnelAnt TunnelEant_soldier
ant_nestAnt NestDant_guard
stone_cavernsStone CavernsDstone_golem
ancient_mineAncient MineCferrous_golem
beast_denBeast DenCdire_lycan
drake_nestDrake NestC, Bleathern_drake
infernal_fortressInfernal FortressBinfernal_knight
necromancer_cryptNecromancer's CryptBnecromancer
ant_colonyAnt ColonyBant_colony_overseer
crystal_forestCrystal ForestAcrystal_fae
storm_citadelStorm CitadelAstorm_golem
demon_fortressDemon FortressAabyssal_warlord
dragon_nestDragon NestSelder_dragon
necropolisNecropolisSsoul_reaper
ant_kingdomAnt KingdomSant_king
void_gateVoid GateSSvoid_commander
dragonkin_fortressDragonkin FortressSSdragon_lord
dragon_monarch_gateDragon Monarch GateMONARCHkamish
demon_monarch_gateDemon Monarch GateMONARCHdemon_monarch
void_monarch_gateVoid Monarch GateMONARCHvoid_monarch

Instance settings

Under instances in gates.yml:

KeyDefaultRole
generation-modeproceduralProcedural layout (procedural.style: v3 themed generator, default)
mobs.spawn-wild-archetypestrueUse Shadow wild mobs from family pools
mobs.vanilla-fallbackfalseVanilla entities if Shadows is missing
use-schematicsfalseEnable family/rank schematic routing

Per-tier bosses.<RANK> stats remain as fallback. Themed bosses prefer the family boss-archetype wild spawn.

Dungeon loot weapons

Items in loot.items with weapon-effect apply server-side on-hit behavior:

Item idEffectDescription
ice_pickaxeice_slowBrief slowness
earth_pickaxeearth_slamUpward knockback
brutes_macebrute_crushHeavy crushing hit
chinese_daggerdagger_bleedDamage over time
dragonkin_scythedragonkin_cleaveWide cleave

AoE splash and bleed ticks do not re-apply the weapon effect (cleave/chain damage is secondary). Hitting with a cleave weapon will not recurse into infinite damage.

Custom models use custom-model-data 10240–10244 in the merged Ascension resource pack.

Staff testing

Permission: ascension.gate.admin.dungeon (included in ascension.gate.admin).

/gates admin dungeon list
/gates admin dungeon family ant_tunnel
/gates admin spawn E
# Enter gate — always Ant Tunnel until cleared
/gates admin dungeon family clear

Review mob models:

/shadows admin display grid both 4
/shadows admin display clear 64

After editing gates.yml: /gates admin reload

Adding a custom family

dungeon-families:
  my_custom_crypt:
    display-name: "My Custom Crypt"
    tiers: [B]
    boss-archetype: necromancer
    mob-archetypes: [undead_soldier, undead_knight]
    theme: crypt
    materials:
      walls: DEEPSLATE_BRICKS
      floor: SCULK
      ceiling: DEEPSLATE_TILES
      pillar: SOUL_SAND
      light: SOUL_LANTERN
      accent: SCULK_CATALYST
      trim: CHISELED_DEEPSLATE
      floor-accent: SCULK
      cracked: CRACKED_DEEPSLATE_BRICKS
      platform: DEEPSLATE_BRICKS
    schematics: []

Every archetype id must exist in shadow-archetypes.yml with wild-form.enabled: true and a v2 wild-model-engine-id blueprint.

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