Roguelike Dungeons

Roguelike Dungeons — massive themed dungeons, straight from the classic mod to your Paper or Folia server.

By 8qBIT · Published 2026-09-16

v1.1.2 10.00 EUR
0.0 / 5 · 0 reviews

Roguelike Dungeons — Paper & Folia

Massive, themed, loot-filled dungeons that build themselves. Explore. Plunder. Survive.


Overview

Roguelike Dungeons brings the thrill of dungeon crawling to your server, Minecraft-style. Every dungeon is a living, multi-floor complex of themed rooms — crypts and ossuaries, prisons and cisterns, libraries, smithies, banquets and bottomless abyssal halls — connected by corridors, stairs and towers, and packed with the things players actually want to find: real treasure, dangerous mobs, deadly traps, and boss halls worth bragging about.

Generate a dungeon on demand for an event, or let them appear naturally as your players explore. Either way, every dungeon is fully procedural yet reproducible from its seed — share a seed, share an adventure.

Built region-safe for Folia from day one, and perfectly at home on Paper.


Why server owners pick it

  • Real dungeons, not boxes. Multi-floor layouts with room-to-room connectivity — corridors actually reach the rooms, stairs actually go down, towers actually stand up.
  • Variety that stays fresh. Dozens of room types, level themes, and layout styles mean no two dungeons feel the same.
  • Folia-ready, no asterisks. All world and entity work is scheduled on the correct region threads. No tick-thread crashes, no "works on Paper only" caveats.
  • Server-friendly performance. Generation is planned first, then applied in small per-chunk batches with bounded per-tick work. No lag spikes while a dungeon builds.
  • Fully configurable, sanely defaulted. Spawn rules, world filters, loot, mob drops and debug tooling are all in one clean config.yml.
  • Deterministic. A seed produces the same dungeon every time — perfect for events, races, or showing off builds.

Features

🏗️ Procedural multi-floor dungeons

  • Layers of rooms descend from a surface entrance through themed floors, ending in deep, dangerous levels.
  • Room placement, corridors, stairways, towers and imperial stairways are all part of the layout — no disconnected dead ends.
  • Configurable rooms-per-level for anything from compact delves to sprawling mega-dungeons.

🎨 Themed rooms & level variety

Crypts · ossuaries · prisons · cisterns · reservoirs · libraries · music rooms · bedrooms · balconies · banquet halls · kitchens · smithies · brewing labs · crossroads · sculk chambers · panopticons · towers · abysses · pits · explosive surprise rooms — each with its own fit-out: furniture, lighting, decoration and hidden corners.

💰 Serious loot

  • Chests, barrels and pots filled by a roguelike loot system — enchanted gear, rare materials and the occasional jackpot.
  • Hidden stashes, trapped treasure and vault rewards for the curious.
  • Per-world loot tuning via config.

⚔️ Dungeon mobs with teeth

  • Mobs spawn equipped — weapons, armour and shields appropriate to the floor's difficulty.
  • Tough variants appear as you descend: husks, strays, tougher zombie types, named elites and boss-hall guardians.
  • Classic mob drop chance for gear: kill for loot, not just XP.
  • Optional MythicMobs hook to swap in your own custom mobs.

🕸️ Traps, spawners & danger

  • Monster spawners placed deliberately — not scattered randomly.
  • Trap-laden floors, hazardous rooms and features that punish careless looting.
  • Danger scales with depth.

🌍 Natural generation

  • Dungeons spawn naturally near villages as players explore, only in freshly generated chunks — existing terrain is never disturbed.
  • Configurable rarity, ring distance from villages, and per-world allow/deny lists.
  • /roguelike locate shows you exactly where the next fresh dungeon site is — great for testing or leak-free admin teleports.

🛠️ Admin & testing tools

  • /roguelike generate [seed] — instant dungeon at your position, optional reproducible seed.
  • /roguelike locate [radius] — nearest ungenerated dungeon sites with coordinates.
  • /roguelike reload — re-read config.yml live, no restart.
  • /roguelike integrations — see which optional plugins are detected.
  • Optional debug log (off by default) for tracing generation, loot fills and natural spawns.

Commands

Command Description Permission
/roguelike Command overview roguelike.admin
/roguelike generate [seed] Build a dungeon at your position (reproducible with a seed) roguelike.admin
/roguelike locate [radius] Show nearest fresh natural-generation sites roguelike.admin
/roguelike reload Reload config.yml roguelike.admin
/roguelike integrations List detected optional integrations roguelike.admin

Permission: roguelike.admin (default: operators)


Configuration (config.yml)

generation:
  natural-generation: true        # dungeons spawn naturally as players explore
  rooms-per-level: 20             # room attempts per floor
  world-whitelist: []             # regex patterns; empty = all worlds
  world-blacklist: []

placement:
  frequency: 1.0                  # 1.0 = every valid site spawns
  distance-to-village: 6          # ring distance from villages (1–20 chunks)
  below-sea-level: true           # first floor below sea level

loot:
  roguelike-loot: true            # dungeons fill containers with themed loot

mobs:
  mob-drops: true                 # equipped mobs drop their gear (classic chance)

debug:
  enabled: false                  # writes debug.log + verbose console lines

integrations:
  mythic-mobs: auto               # auto | true | false

Compatibility

Platform Status
Folia ✅ Fully region-safe (scheduled per region/entity)
Paper ✅ Native
Modern Minecraft versions ✅ Actively maintained
  • No dependencies. Drop-in plugin.
  • MythicMobs optional.

Installation

  1. Drop RoguelikeDungeons.jar into your plugins/ folder.
  2. Restart (or start) the server.
  3. Edit plugins/RoguelikeDungeons/config.yml to taste.
  4. /roguelike reload — done.

A typical adventure

A player spots a lonely campfire beside the road. Down the stairs below, torchlight flickers across a prison corridor — iron bars, cells, and something moving behind them. Below that: a flooded cistern with bridges over black water; further down, an ossuary of skull-lined shelves; deeper still, a banquet hall long since abandoned, its tables still set, its vaults still sealed. Somewhere past the spiral stairway tower, a named guardian waits beside a chest that has never been opened.

That dungeon already exists in your world's seed. The only question is who finds it first.

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Bugfixes

Version 1.1.2

2026-09-16 13:26:21

Multiple dungeon entrances!

Version 1.1.0

2026-09-16 12:34:50

New entrance styles. Dungeons no longer always open at the stone tower — three classic entrance
structures are in:

  • 🏠 Brick House — two-storey brick home with oak roof, windows, furniture (bed, table with cake,
    crafting corner, lit furnace, bookshelf) and a starter chest
  • 🧱 Ruin — broken, crumbling walled stump with a collapsed ceiling
  • 🕳️ Hole — a rubble-filled shaft down into the dungeon, lined with vines

New behaviour

  • Each new dungeon now picks its entrance automatically — the same world seed always gets the
    same entrance
  • Want a specific one? Set it in config.yml:
    yaml generation: entrance: auto # or: rogue | house | ruin | hole
  • /roguelike reload applies the change — no restart needed
  • Existing dungeons are not affected; new styles appear on newly generated dungeons

Under the hood

  • New brick house theme (brick + granite + oak) and secondary block-set support added to the theming
    system
  • More entrance styles from the classic set are on the way (six more queued: pyramid, jungle, witch,
    bunker, etho, eniko)

Full release

Version 1.0

2026-09-16 01:58:10

Official stable 1.0 release.

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