Integrated Dungeons Arise
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Integrated Dungeons Arise is a Mod that overhauls When Dungeons Arise with integration
Themed around castles, knights, medieval weapons, and magic from the Middle Ages.
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Features structures with designs often found in RPG games, typically tiered and full of monsters or traps.
General improvements to world generation, such as bug fixes, aesthetic overhauls, or misc additions.
Adds extra features or content to an existing mod.
Data Packs were introduced to vanilla Minecraft in version 1.13 and allow the server to modify data about the game, or run commands. Data Packs are compatible with all mod loaders.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Description
WHAT IS INTEGRATED DUNGEONS ARISE?
Integrated Dungeons Arise is a datapack/mod that expands and overhauls the structures from When Dungeons Arise, enriching them with blocks, decorations and loot from Quark, Create, Supplementaries, and many other popular mods.
MAIN FEATURES
Structure Generation: This mod/datapack improves the generation of all structures, making them generate in a smooth terrain for keep a good experience.
Worldgen Compatibility: Lucky, Integrated API got their own tags for compatibility with other worldgen mods.
Loot Tables: Another big revamp, was for all the loot tables of the mod, this was a big issue with the original mod that I decide to adrees by making the loot only worth it if you loot all the structure.
Spawners: Other thing is that there are no modified mobs anymore, this is because Integrated mods use vanilla mobs, and leaving the previous ones would make the experience a bit out of place and unbalanced, but this is not bad as it sounds, because all the spawners have bigger range and spawn more mobs around them.
If don't like their default stats, you can easily go into the structure processors and modify their stats and the mobs that are spawned.
Optional Integration: Finally, there are some dungeons that are optional, meaning that they are only able to generate if you install an especific mod, for get the "Heavenly Rider, Conqueror, Challenger", you must install "BetterEnd", and for get the "Mining Complex", you need "Trials Backport".
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Frequently Asked Questions:
❔What biome mods are compatible?
✅ Most biome mods should be compatible including Terralith, BOP, and BYG.
❔Why are there so many dependencies?
✅ Yes.
❔Can I use this in my modpack?
✅ Yes! This project was made for go in company of IDAS and his addons, but if you use all the dependencies by itself, everything should be fine.
❔Should I play this with the original mod (When Dungeons Arise) ?
✅ No, it is not recommended. In fact, they are mostly incompatible due to major changes in structure generation, loot tables, and overall gameplay balance. If you still want to run both mods together, you will need to create a custom datapack and manually add the original structures to the structure_set files.
❔How can I make the structures appear more or less frequently? Should I use "Structurify"?
✅ To adjust their spawn rate, you need to modify the structure_set files. Decrease the spacing and separation values to make them more common, or increase them to make them rarer.
You should NOT use Structurify or the Spare Structures mod, as they conflict with the generation frequency and will mess up the world gen. Stick to the vanilla datapack method instead.
❔How can I config this mod?
✅ Since this is a project, is the same format as vanilla, but you can also modify all the mobs from spawners in the area of integrated_structure_spawners, and for modify the data of spawners, you should go to processors_list.
❔Why there are some missing structures?
✅ The main goal of this mod is to ensure all included structures are fully overhauled and properly integrated. Leaving original structures completely unmodified would feel out of place. For now, these missing structures are temporarily disabled, though they may return in future updates.
Note that this doesn't apply to everything; it only affects specific structures chosen for future integrations, as well as those that overlap or duplicate content already found in IDA (e.g., the Fishing Hut and Lighthouse).
Credits:
This datapack/mod was a rework of all the structures of "When Dungeons Arise" made by Aurelj, DiamondTown, Zephyrusj, Wyll_ and MercyWhistles, the main builders of the original mod.
The new desing of the Desert Hall got inspired in the one made by "Hatem.
Dependencies:
Requiered Dependencies:
Optional Dependencies:

INTEGRATED DUNGEONS ARISE:
Integrated Dungeons Arise is a mod/datapack that overhauls heavily detailed structures of When Dungeons Arise, using blocks and mobs from Quark, Create, Supplementaries, and many other mods. I really felt bad when I saw no plans in integrate this mod, so I decided to take the step and do it by my own with some of the most iconic structures and also bringing back other ones that were removed with a new style!
Main Features
-
Structure Generation: This datapack improves the generation of all structures, making them generate in a smooth terrain for keep a good experience.
-
Worldgen Compatibility: Lucky, Integrated API got their own tags for compatibility with other worldgen mods
-
Loot Tables: Another big revamp, was for all the loot tables of the mod, this was a big issue with the original mod that I decide to adrees by making the loot only worth it if you loot all the structure.
-
Spawners: Other thing is that there are no modified mobs anymore, this is because Integrated mods use vanilla mobs, and leaving the previous ones would make the experience a bit out of place and unbalanced, but this is not bad as it sounds, because all the spawners have bigger range and spawn more mobs around them. If don't like their default stats, you can easily go into the structure processors and modify their stats and the mobs that are spawned.
-
Optional Integration: Finally, there are some dungeons that are optional, meaning that they are only able to generate if you install an especific mod, for get the "Heavenly Rider, Conqueror, Challenger", you must install "BetterEnd", and for get the "Mining Complex", you need "Trials Backport".
Credits:
This datapack/mod was a rework of all the structures of "When Dungeons Arise" made by Aurelj, DiamondTown, Zephyrusj, Wyll_ and MercyWhistles, the main builders of the original mod.
The new desing of the Desert Hall got inspired in the one made by Hatem.
Frequently Asked Questions:
❔ What biome mods are compatible?
- ✅ Most biome mods should be compatible including Terralith, BOP, and BYG.
❔ Why are there so many dependencies?
- ✅ Yes.
❔ Can I use this datapack/mod in a modpack?
- ✅ Yes! This project was made for go in company of IDAS and his addons, but if you use all the dependencies by itself, everything should be fine.
❔ Should I play this with the original mod (When Dungeons Arise) ?
- ✅ No, it is not recommended. In fact, they are mostly incompatible due to major changes in structure generation, loot tables, and overall gameplay balance. If you still want to run both mods together, you will need to create a custom datapack and manually add the original structures to the structure_set files.
❔ How can I make the structures appear more or less frequently? Should I use "Structurify"?
- ✅ To adjust their spawn rate, you need to modify the structure_set files. Decrease the spacing and separation values to make them more common, or increase them to make them rarer. You should NOT use Structurify or the Spare Structures mod, as they conflict with the generation frequency and will mess up the world gen. Stick to the vanilla datapack method instead.
❔ How can I config this Datapack/Mod?
- ✅ Since this is a project, is the same format as vanilla, but you can also modify all the mobs from spawners in the area of integrated_structure_spawners, and for modify the data of spawners, you should go to processors_list.
❔ Are you going to add integrations to all structures?
- ✅ The main goal of this mod is to ensure all included structures are fully overhauled and properly integrated. Leaving original structures completely unmodified would feel out of place. For now, these missing structures are temporarily disabled, though they may return in future updates. Note that this doesn't apply to everything; it only affects specific structures chosen for future integrations, as well as those that overlap or duplicate content already found in IDA (e.g., the Fishing Hut and Lighthouse).
Dependencies:
Requiered Dependencies:
- Create
- Farmer's Delight
- Integrated API
- Quark
- Supplementaries
- Amendments
Optional Dependencies:
- Waystones
- Alex's Mobs
- L Ender's Cataclysm
- Mowzie's Mobs
- BetterEnd
- Better Archeology
- Guard Villagers
- Trial Chambers [Backport]
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