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.yml → dungeon-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
- Player enters gate →
DungeonFamilyServicepicks a family for the gate tier (or a forced family — see below). - Chat:
[Gate] Theme: <display-name>. - 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. - Combat spawns draw from mob-archetypes.
- Boss arena spawns boss-archetype as a wild mob (
wild-model-engine-idfromshadow-archetypes.yml).
If no family matches the tier, the plugin falls back to rank-based materials and legacy mob selection.
YAML fields
| Key | Description |
|---|---|
display-name | Player-facing theme name |
tiers | Gate ranks that can roll this family (E, D, C, B, A, S, SS, MONARCH, …) |
boss-archetype | Shadow archetype id — wild form used in the boss arena |
mob-archetypes | Pool of archetype ids for tunnels and combat rooms |
theme | Generation 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) |
materials | Block palette: walls, floor, ceiling, pillar, light, accent, trim, floor-accent, cracked, platform |
schematics | Optional 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.
| ID | Display name | Tiers | Boss archetype |
|---|---|---|---|
goblin_camp | Goblin Camp | E | goblin_chief |
ant_tunnel | Ant Tunnel | E | ant_soldier |
ant_nest | Ant Nest | D | ant_guard |
stone_caverns | Stone Caverns | D | stone_golem |
ancient_mine | Ancient Mine | C | ferrous_golem |
beast_den | Beast Den | C | dire_lycan |
drake_nest | Drake Nest | C, B | leathern_drake |
infernal_fortress | Infernal Fortress | B | infernal_knight |
necromancer_crypt | Necromancer's Crypt | B | necromancer |
ant_colony | Ant Colony | B | ant_colony_overseer |
crystal_forest | Crystal Forest | A | crystal_fae |
storm_citadel | Storm Citadel | A | storm_golem |
demon_fortress | Demon Fortress | A | abyssal_warlord |
dragon_nest | Dragon Nest | S | elder_dragon |
necropolis | Necropolis | S | soul_reaper |
ant_kingdom | Ant Kingdom | S | ant_king |
void_gate | Void Gate | SS | void_commander |
dragonkin_fortress | Dragonkin Fortress | SS | dragon_lord |
dragon_monarch_gate | Dragon Monarch Gate | MONARCH | kamish |
demon_monarch_gate | Demon Monarch Gate | MONARCH | demon_monarch |
void_monarch_gate | Void Monarch Gate | MONARCH | void_monarch |
Instance settings
Under instances in gates.yml:
| Key | Default | Role |
|---|---|---|
generation-mode | procedural | Procedural layout (procedural.style: v3 themed generator, default) |
mobs.spawn-wild-archetypes | true | Use Shadow wild mobs from family pools |
mobs.vanilla-fallback | false | Vanilla entities if Shadows is missing |
use-schematics | false | Enable 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 id | Effect | Description |
|---|---|---|
ice_pickaxe | ice_slow | Brief slowness |
earth_pickaxe | earth_slam | Upward knockback |
brutes_mace | brute_crush | Heavy crushing hit |
chinese_dagger | dagger_bleed | Damage over time |
dragonkin_scythe | dragonkin_cleave | Wide 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 clearReview mob models:
/shadows admin display grid both 4
/shadows admin display clear 64After 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.
Related
- Gates configuration —
gates.ymloverview - Gate admin — spawn and teleport workflows
- Shadow archetypes —
model-engine-id/wild-model-engine-id - Model showcase grid —
/shadows admin display grid