Orbis Novus: Dungeons¶

Dungeons, castles, villages and walled citadels, all generated in new chunks. The game assembles them from jigsaw pieces, so no two are laid out the same. They're built in vanilla blocks, and they also use the blocks of any building mods you have.

To find one, use /locate structure, for example /locate structure orbisnovus_dungeons:crypt. The other namespaces
are orbisnovus_settlements:, orbisnovus_castles: and orbisnovus_citadels: (for instance
orbisnovus_citadels:citadel_stone). The searches check biome and ground first, so they stay quick.
Structures generate only in chunks made after the mod is installed. Remove the mod and the ones already built stay as blocks, but their chests come up empty.
Dungeons¶
There are 23 kinds, each in three sizes: small, medium and large.
- Nine hand-made kinds: crypt, arcane vault, desert tomb, dwarven forge (deep), frozen tomb, infernal keep (in the Nether), old vanilla (deep, cobblestone and moss), sunken ruin (on the sea floor) and overgrown.
- Fourteen re-dressed kinds. Each has its own materials, lights, decay, biomes, mobs and loot: copper works, deep mine, sculk sanctum, calcite cloister, mud ziggurat, badlands tomb, tuff barrow, amethyst grotto, frost hall, flooded cistern, spider den, witch hollow, and two more in the Nether, basalt bastion and soul crypt.
The pictures below are cutaways: the ground round each dungeon is cleared so you can see its layout.
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Crypt: hand-made
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Arcane Vault: hand-made
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Desert Tomb: hand-made
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Dwarven Forge: hand-made, deep
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Frozen Tomb: hand-made
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Old Vanilla: hand-made, deep cobblestone and moss
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Sunken Ruin: hand-made, on the sea floor
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Overgrown: hand-made
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Copper Works
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Deep Mine
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Sculk Sanctum
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Calcite Cloister
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Mud Ziggurat
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Badlands Tomb
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Tuff Barrow
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Amethyst Grotto
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Frost Hall
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Flooded Cistern
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Spider Den
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Witch Hollow
Settlements and landmarks¶
There are 30 of these on the surface: farm buildings, temples, monuments, ruins and forts. Dungeons also adds extra houses to vanilla villages.
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Barn: farm
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Windmill: farm
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Field: farm
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Orchard: farm
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Pasture: farm
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Sun Temple: temple
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Jungle Pyramid: temple
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Sunken Temple: temple
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Forest Shrine: temple
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Monastery: temple
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Fantasy Temple: temple
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Alien Temple: temple
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Abstract Temple: temple
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Arch: monument
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Obelisk: monument
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Monolith: monument
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Statue: monument
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Giant Hand: monument
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Giant Head: monument
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Stone Circle: monument
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Lighthouse: monument
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Ruined House: ruin
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Ruined Tower: ruin
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Castle Ruin: ruin
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Ruin Field: ruin
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Mausoleum: ruin
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Hill Fort: fort
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Motte: fort
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Courtyard Keep: fort
(Not pictured: the Nether temple.)
Castles and citadels¶
Castles come in three styles: stone, sand and dark. Each is a keep inside a curtain wall, with turrets, a wall walk and a gate.
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Stone castle
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Sand castle
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Dark castle
Citadels are walled castle towns about 180 blocks across, in the same three styles, fitted to the ground they land on. They're rare, roughly one per 1,500 blocks.

The block library¶

The structures ship in vanilla blocks. When building and decoration mods are installed, their blocks join a shared library. Each structure picks from it once, to fit its theme and colours.
Each material (wall, floor, trim, pillar, ceiling and accents) draws one block, plus a second block for some of the positions, so walls and floors mix two blocks. The world's seed drives the draw, so a dungeon is consistent inside and comes out the same in the same world.
The library knows blocks from 33 mods, including Quark, Create, Create Deco, Biomes O' Plenty, Regions Unexplored, Twilight Forest, Tinkers' Construct, Ars Nouveau, Malum, Occultism, The Undergarden, Upgrade Aquatic, The Aether, Tropicraft and Rechiseled. It only names their block ids; nothing from those mods is copied or bundled. A block set is used only when its mod is loaded and every block it names exists, so the mod is safe with any mix of mods, or none.
Loot and spawners¶
- Chests keep the kind of room they were built for: armoury, library, shrine, treasure, tomb, hoard and so on.
Their loot tables are layered, from
orbisnovus:chests/<type>/<family>/<name>/<room>down toorbisnovus:chests/<room>. Override one level in a datapack to change every chest below it. - Barrels are loot barrels (
orbisnovus:barrels/...). - Spawners take their mob from entity type tags:
orbisnovus:spawner/<type>/<family>/<name>, then the family, then the type. An empty tag removes the spawner. Spawners appear only in dead or deserted places: dungeons, ruins and the mausoleum. Lived-in castles, citadels, villages and temples have none. - Structure tags:
#orbisnovus:type/<type>and#orbisnovus:family/<type>/<family>.
Config¶
config/orbisnovus_dungeons-common.toml:
| Key | Default | What it does |
|---|---|---|
mod_sets |
true |
Use installed mods' blocks from the library. false keeps everything vanilla. |
disabled_sets |
[] |
Mod ids whose blocks are never used, such as ["rechiseled"], or "vanilla". A dungeon with every set turned off doesn't generate. |
village_houses |
"add" |
Orbis Novus houses in vanilla villages: "add", "replace" or "off". |
village_weight |
1 |
Multiplies the added houses' pool weights (1 to 20). |
castle_block_swaps |
true |
Build castles from a loaded building mod's stone and wood. |
citadels |
true |
Citadels in the world. |
Everything else is datapack JSON under data/orbisnovus_dungeons/, orbisnovus_settlements/, orbisnovus_castles/,
orbisnovus_citadels/ and orbisnovus/ (loot and tags). A datapack can override or add to any of the structures,
structure sets (spacing), template pools, processor lists and biome tags.
Compatibility¶
- Lootr: works. Every chest and barrel holds only a loot table, with nothing pre-filled, so Lootr turns them into per-player containers just as it does vanilla's.
- Orbis Novus: Terrain: dungeons and settlements generate in its world types.
- Other world generation mods (biome mods, terrain mods): structures follow biome tags, so they place in modded
biomes that carry the usual
#minecraft:and#c:tags. - Multiplayer: the structures are generated on the server; install the mod on both sides.
- Structure mods that change vanilla villages may change how often the added houses appear.
Coming in 1.1¶
Seven wonders, one-off structures you find with /locate structure orbisnovus_wonders:<name>:
- Clockwork Labyrinth: a buried maze whose ceiling and floor gates swap on a redstone clock, with a vault in the middle.
- Inverted Spire: a tower hanging point-down under a floating rock. The best loot is in the tip.
- Living Barrow: a mound of root tunnels, moss, mud and sculk round a heart room with a big slime.
- Bottled Ship: a galleon in a glass bottle, buried in desert or beach sand.
- Hall of Echoes: seven deep-dark rooms, all alike but one. Only the odd room's door leads to the vault.
- Giant's Desk: a desk ruin at ten times scale, with book stacks, an ink pot, a quill bridge, a giant candle and a drawer full of spiders.
- Upside-down Village: houses hanging from a cave roof over a lava lake, joined by chain walkways.