Dungeons and Taverns

From the Fear Nightfall wiki · Dungeons and Taverns
Dungeons and Taverns
Structures96

The Dungeons and Taverns mod is a structure mod for Minecraft 1.21.1 NeoForge, led by Nova Wostra with Walls, Whity and Konci. It adds taverns, crypts, ruins, illager manors, trial monuments, shrines, Nether keeps and End castles across the Overworld, the Nether and the End. Its structures carry their own keys, maps, enchantments and advancements.

In Fear Nightfall the mod supplies several of the pack's horror structures. Its crypts and toxic lair are among the structure sets that the pack places more densely and weights more heavily in forests, taigas and swamps.

Overview

The mod defines 34 structure sets. Most are placed by the world generator on the surface or underground of a biome, and a smaller group sits in the Nether and the End. Each structure is built from jigsaw templates, so rooms, halls and towers differ from one placement to the next. Many structures contain locked vaults, trial spawners or boss rooms, and the keys and maps they supply lead the player to the next part of a structure or to the next structure type.

The mod is the main source of the pack's taverns and crypts, and several of its structures are central to the pack's horror pacing: dangerous mobs in tight rooms, followed by a reward at the end.

Content

The mod's structures fall into a few groups. Each group has its own page with the full list of variants.

Overworld settlements and buildings

Ruins and camps

Crypts, shrines and monuments

Nether and End

Enchantments

The mod adds seventeen enchantments, including Antidote, Gravity, Illagers Bane, Wax Wings and the Curse of Conductivity. See Dungeons and Taverns Enchantments for the full list and effects.

Mechanics

Keys and vaults. Several structures have locked vaults. Trial spawners and boss rooms drop keys, and each key opens one kind of vault. Keys carry the structure's name, for example the Citadel Key, Toxic Key, Trident Trial Key and Piglin Donjon Key. Boss keys, such as the Citadel Boss Key and Toxic Boss Key, open the boss vaults. Ominous variants of some keys also exist. Each structure's page says which key opens its vault.

Maps. Each structure type has a filled map item, such as the Witch Villa Map, Illager Hideout Map and End Castle Map. The Traveler's Map is the mod's wandering-trader map.

Quests. Trading with a Tavern Cartographer unlocks a quest map. The advancement for this is named Call for Adventure.

Potions and arrows. The mod adds potions and arrows with levitation, decay (wither) and dizziness (nausea) effects, and a lingering potion of blindness. These include the Arrow of Levitation, Arrow of Decay and Arrow of Dizziness, along with splash and lingering versions of the potions.

Advancements. The mod adds 32 advancements across the adventure, Nether and End tabs. They cover finding each structure type, slaying each miniboss once, and defeating named bosses such as the Spider Queen, the Ancient Guardian and the End Castle's Phantom. The full list is below.

In Fear Nightfall

The pack changes how the mod's structures are placed and looted:

  • Horror placement. The Dungeons and Taverns crypts and the toxic lair are placed about 30% closer together, as part of the pack's horror structure group. Where they share a structure set with other structures, they receive 6× weight. Across the pack, horror structures are placed about twice as often as they were before the pack's changes, and they concentrate in temperate-to-cool humid forests, taigas and swamps.
  • Shared sets. The mod's taverns, villages and witch huts join shared sets with vanilla, Luki's, Towns and Towers, CTOV and other mods. The mod's mangrove witch hut is part of the shared witch hut set, and each village type in the village set is weighted equally. The game picks one structure type per local biome, so the structures do not stack on one spot.
  • Chest mapping. Each mod chest table is mapped to the vanilla chest it plays the role of. Taverns use the village house loot and crypts use the dungeon loot. The original mod loot is kept, and the pack's extra loot is added on top.
  • Quest fix. The mod's quest trader and wandering-trader map features never fired because of a broken advancement parent. The pack fixed this.

Advancements

AdvancementDescriptionType
A Major Trial Of StrenghEnter a shrinetask
Freezing BreezeExtinguish the Freezetask
Hog HuntExplore a Piglin Camp, Piglin Outstation, Hamlet and Donjonchallenge
Mind Your ManorsLocate an Illager Manortask
Deep in the Dark WoodlandEnter an Woodland Mansiontask
Concrete HallsStumble upon a Nether Keeptask
Miner InconvenienceConquer a Badlands Miner Outposttask
Poison Swamp Enjoyer RejoiceAproach the toxic lairtask
Cool OffBathe in Powder Snow while in a Nether Keepchallenge
Trouble is BrewingFind a Witch Villatask
Safe HavenFind a Taverntask
Port o' MagmaAproach a Nether Porttask
Detoxing the Toxic LairPest control the Spider Queentask
Abysmally AncientDefeat the Ancient Guardiantask
Vault BreakerBreak into an Piglin Outstationtask
The Learned PiglinsWalk into an Hamlettask
The Light at the End of the GameFind the End Lighthousetask
The Ill ManoredVisit all Illager and Witch structureschallenge
Spied EyeFind the End Castletask
Dungeon MasterSlay each Dungeons and Taverns Miniboss oncechallenge
Skull CollectorExplore all Skeleton Camps, Skeleton Towers, Nether Port, Fortress and Nether keepchallenge
Hide And SeekRelieve an Illager Hideout of its loottask
Bastion of BastionsLocate a Piglin Donjontask
BewitchedVisit an Swamp Villagetask
Welcome to Dungeons and TavernsLead developer: Nova Wostra. Developers: Walls, Whity and Konci. Contributors: badooga and хлифиtask
Bone CrusherVisit all Nether Skeleton Towerstask
Frozen RemnantsAproach the lone citadeltask
Afraid of Heights?Slay the End Castle's Hauntingtask
Call for AdventureTrade with a Tavern Cartographer to gain access to a quest maptask
In TransitFind a Lone End Shiptask
Intruder AlertAproach an Pillager Outposttask
BreathtakingTake a deep breath and enter the Trident Trial Monumenttask