Hi, I just found this "redesign concept" I made years ago, I think the current dungeon has 2 major issues, it looks very old and a player can reach the chests without even enter in the dungeon itself.
So I made a new structure (13x15x9) with the chests in the middle, U can't reach them from below or from the top of them, and zombies can climb to them too.
This still keeps it simple but adds a lot more to it (while I don't mind dungeons, the smaller but with a fair amount of depth I prefer). It's as appealing as when I covered the Netherite Dungeons datapack. I think the designs are great.
You got a point.
But aren't dungeons supposed to be multi-room prisons?
I'd like to see spawner room (with major loot) surrounded by a couple of destroyed/open prison cells with undead inside and minor loot, and perhaps a collapsed enterance that points to the surface.
Rollback Post to RevisionRollBack
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
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Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.
Hi, I just found this "redesign concept" I made years ago, I think the current dungeon has 2 major issues, it looks very old and a player can reach the chests without even enter in the dungeon itself.
So I made a new structure (13x15x9) with the chests in the middle, U can't reach them from below or from the top of them, and zombies can climb to them too.
Hope U like it
Support. Dungeons now are very bland and only really used to make mob farms, so a redesign would be welcome.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
This still keeps it simple but adds a lot more to it (while I don't mind dungeons, the smaller but with a fair amount of depth I prefer). It's as appealing as when I covered the Netherite Dungeons datapack. I think the designs are great.
Fully Support.
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You got a point.
But aren't dungeons supposed to be multi-room prisons?
I'd like to see spawner room (with major loot) surrounded by a couple of destroyed/open prison cells with undead inside and minor loot, and perhaps a collapsed enterance that points to the surface.
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
-----
Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.