✨ Update 1.6.0: Dynamic Keys, Logic Repeaters & Procedural Evolution!
New Feature: Dynamic Key System (Location-Aware)
- Smart Keys & Doors: No more "skeleton keys"! The new key system is now fully location-aware. A key generated in a specific room can now be tied exclusively to the corridor it was designed to unlock.
- Auto-Detection Logic: With the new "Auto-detect" mode, your triggers and conditions automatically identify the Room or Corridor ID, drastically simplifying complex dungeon setups without tedious manual configuration.
- Custom Tag Validation: Using advanced Persistent Data, the system ensures every key is unique and perfectly synchronized with its intended lock.
New Tool: The Logic Repeater
- Scripting Automation: Bring your dungeons to life with automated sequences. The Repeater function allows you to fire functions in a loop with precise control over repeat counts and delays.
- Randomized Pacing: Add unpredictability with randomized delays (min/max), perfect for moving traps, asynchronous enemy waves, or dynamic environmental effects.
Procedural Generation: Advanced Selection Modes
- Weight vs Chance: Gain total control over your room distribution. You can now toggle between "Weight" (relative probability) and "Chance" (absolute probability) for your blueprints, allowing for much more balanced and controlled procedural layouts.
- Maze Algorithm Polishing: Major improvements to Tile Maze algorithms for more coherent structures and more reliable entry/exit point placement.
Combat & Waves: MythicWaves Enhancements
- Wave cleared signal for each waves on Waves & MythicWaves Function. The system is now more stable and better integrated into the dungeon lifecycle, ensuring your challenges remain smooth even with high entity counts.
Editor Evolution: VariableAnvilInput
- Intuitive Variable Management: We've overhauled the variable assignment interface. The new VariableAnvilInput makes assigning dynamic variables more intuitive, reducing input errors when configuring your complex triggers.
Polishing & Core Improvements
- Dungeon Scheduler: Optimized the dungeon scheduling system for lighter management of temporary instances.
- Precise Region Detection: The InRegion condition has been refined for sharper spatial detection, preventing accidental triggers through walls.
- UI/UX Cleanup: Several inventories (ReplaceBlocks, SlidingBlock, MovingDisplay) received ergonomic updates for better readability and a more premium feel.
Thank you for your continued support! This update focuses on strengthening the "visual scripting" tools of DungeonMaker, giving you the power to create advanced game mechanics without ever touching a line of code. Happy building!
✨ Update 1.5.4: Display Movement, Advanced Jigsaw Logic & New Movement Triggers!
New Feature: Optimized Display Movement
- Moving & Sliding Displays: Introduction of new "Display" versions for movement functions. These are significantly more optimized than block-based movements, offering smoother animations and reduced server load.
- Block Function Enhancements: Major optimizations and fixes for the existing Sliding and Moving Block functions, ensuring better stability and synchronized movement.
New Movement Triggers
Take full control of your moving structures with these new event triggers:
- Block Collision: Trigger actions when a moving/sliding block hits an obstacle or a wall.
- Block Move Finish: Execute logic precisely when a movement reaches its final destination.
- Block Step: Run actions at every single step or waypoint along the movement path.
- Block Surface Exit: (Sliding only) Detect and react when a sliding block leaves its designated surface.
- Block At Location: Fire a trigger as soon as a moving block enters a specific target zone.
Advanced Jigsaw Generation: Pool Entry Constraints
- Granular Control: You can now set minDepth, maxDepth, and maxCount directly on each Pool Entry (the link between a connector and a target blueprint).
- Smart Spawning: This allows for complex procedural rules, such as: "Only spawn the Final Boss Room once, and only at a depth of 15 or more."
Room Variety: Replace Blocks Function
- Dynamic Blueprints: Use the Replace Blocks function to swap specific materials in your layouts or blueprints with custom values. This allows for incredible room variety using the same base schematic—transform a standard room into a mossy or ruined version instantly!
Ongoing Development: VariableValue System
- Global Variables (WIP): We’ve started implementing the VariableValue system. The goal is to allow you to use dynamic variables in any function or condition parameter. It's currently in early development but will soon allow for fully reactive dungeon logic.
Editor Polishing & Bug Fixes
- Entity Cleanup: Fixed a bug where entities created by functions (like displays or NPCs) would remain in the world when closing a dungeon instance while in Edit mode.
- Smart Editor Wand: The Editor Wand now uses metadata-based detection instead of relying on item names or lore. You can now rename your wand or change its description without breaking its functionality!
Thank you for your continued feedback! This update focuses on both performance and power, giving you more ways to create unique, optimized, and complex adventures. Keep building!
✨ Update 1.5.3: Advanced Loot Drop Controls!
Loot Table Drop Enhancements
- Per-Item Amount: Each drop now has its own Min and Max stack size. No more fixed amounts — roll a random quantity on every chest generation.
- Guaranteed Drops: Mark any drop as guaranteed so it always appears in the chest, regardless of the loot mode or chance.
- Custom Weight: Assign an explicit weight per drop for Weighted Random Pick mode, fully independent of the percentage chance.
- Variable Condition: Make a drop conditional — it only appears if a specific dungeon variable matches a given value (e.g., boss_killed = true or difficulty = hard). Works with both string and integer variables.
- New Drop Edit Menu: Middle-click any drop in the loot table to open a dedicated edit menu for all the above settings.
Thank you for your feedback! Keep building amazing adventures!
✨ Update 1.5.2: Wandering Entrances, Dungeon Scheduling & Selection Fixes!
New Feature: Wandering Entrances
- Dynamic Access Points: Create entrances that move between multiple spawn points! Configure an Active Duration and a Cooldown to make your dungeons harder to find or part of a timed event.
- Multiple Display Types: Choose between an NPC, an Ender Crystal, or a floating Item to represent your wandering entrance.
- Automatic Navigation: Choose between Random or Ordered movement through your configured spawn points.
New Feature: Dungeon Scheduler
- Automated Events: Create automated dungeon launches based on intervals, countdowns, or fixed times.
- Capacity-Aware Retries: The scheduler intelligently monitors both active and queued dungeons. If a limit is reached, it "waits" and launches as soon as a slot becomes available.
- Advanced Limits: Set maximum launches per schedule and maximum concurrent instances to stay in control of your server resources.
- Remote Control: Easily manage, fire, or delete your schedules from a dedicated administrative menu.
Blueprint & Selection Fixes
- Creation Workflow: Fixed and polished the blueprint creation from selection. The process is now more robust: select your region with the wand, name it, and the system handles the schematic capture and dimension calculation perfectly.
- Selection Accuracy: Improved block and entity capture when creating blueprints directly from the world.
Stability & Admin Tools
- New Entity Cleanup Command: Added /dungeon killentities <distance> to easily remove all DungeonMaker entities (NPCs, displays, interactions) in a radius around you.
- Dungeon Guard: Added internal safety checks in the manager to prevent duplicate instance registrations and fixed a double-launch bug in the scheduler.
- Remote Termination: Added a "Stop Dungeon" button in the Dungeon Inventory to manually transition any running instance to the FINISHING state safely.
Thank you for your feedback! This version introduces powerful new tools to make your dungeons feel more alive and your server automation more reliable. Keep building amazing adventures!
✨ Update 1.5.1: Reusable Loot Tables, Selection Workflow & Party Polish!
New: Reusable Loot Tables System
- Create and manage global Loot Tables in a dedicated menu.
- Treasure Function Integration: Choose between "Inline" loot or link a "Global Loot Table".
- Updating a global table automatically syncs all linked treasures across your dungeons.
- Advanced parameters: Loot Mode, Min/Max items, Shuffle, and weighted drops.
New Blueprint Creation Workflow
- Create from Selection: New mode to create blueprints directly from your world.
- Select two corners with the Editor Wand -> Save schematic -> Name it.
- The system automatically calculates dimensions (Width/Height/Length) and captures blocks instantly.
- Perfect for migrating existing builds into the DungeonMaker system.
Party System Enhancements
- Auto-Disband: Parties now automatically dissolve when a dungeon instance is finished.
- Clean Command Responses: Fixed logic where successful commands would still trigger syntax help messages.
- Improved overall stability of party transitions between the main world and instances.
Stability & Fixes
- Optimized file deletion logic to prevent "folder busy" errors on some systems.
- Fixed duplication bugs in Treasure and Loot Table drops.
- General performance improvements in the UI rendering engine.
Thank you for your feedback! This update focuses on making your administrative workflow faster and more reliable. Keep building amazing dungeons!
✨ Massive Update: Multi Dungeons, Treasure Rework & Jigsaw Generation!
Complete Treasure System Rework
- Fully redesigned Treasure Function with advanced configuration
- Multiple loot modes: chance, guaranteed, random pick, weighted
- Custom containers (chest, barrel, hopper, shulker…) with dynamic sizes
- Improved key system (individual, shared, one-time unlock…)
- Refill system with optional hologram countdown
- Smarter and more flexible loot distribution overall
New: Multi Dungeon System
- Run multiple instances of the same dungeon in one world
- Slot-based system with configurable limits
- Perfect for multiplayer servers and scalability
- Fully isolated runs for each party
New Jigsaw Blueprints
- Brand new blueprint type inspired by Minecraft’s jigsaw system
- Generate non-linear dungeons with connections in any direction
- Works seamlessly with the Blueprint Function
- Combine procedural generation with the full power of functions
Dungeon Inventories & Item Interactions
- Create fully custom Dungeon Inventories
- Attach actions, conditions, and triggers directly to items
- Perfect for GUIs, puzzles, shops, or interactive systems
- Introduces item-based logic into your dungeon design
🗺 New Map Function V2
- New and improved mini-map system
- More immersive and powerful than the previous version
- Fully compatible (old version still available)
Entrance System Rework
- More intuitive configuration
- You can now add conditions (same system as functions) before entering a dungeon
- New events triggered when a party enters a dungeon
Conditions & System Improvements
- Improved Has Item condition (more intuitive + many new parameters)
- Global placeholder system rework & centralization
- Consistent usage across all compatible functions
Stability & Quality of Life
- Added auto-cleaner system to prevent bugged entities after crashes
- General bug fixes and performance improvements
Thank you for your continued support and feedback — it helps shape DungeonMaker into something even better!
Mega Update: New Functions, Conditions & Advanced Debug Tools!
Mega Update: New Functions, Conditions & Advanced Debug Tools!
4 New Powerful Functions
- CHECKPOINT: A game-changer for dungeon progression! You can now place Checkpoint functions to set a dynamic respawn point for a specific party.
- SPAWN_MOB: Bring your dungeons to life! This new function allows you to spawn a specific number of any mob type—including both vanilla mobs and MythicMobs—within a given radius.
- ITEM_CONSUMER: Create complex interactions and puzzles by consuming items from a player's inventory. Useful for key-based doors or as a cost for certain actions.
- CLOSE_INVENTORY: A simple but essential tool for scripted events, allowing you to forcibly close a player's inventory to focus their attention.
Complete Overhaul of Entity & Player Conditions
- Unified "Mega" Conditions: Introducing the new ENTITY_PROPERTIES and PLAYER_PROPERTIES conditions. Configure dozens of checks (health, name, type, gamemode, permissions, etc.) from a single, powerful menu.
- Legacy Cleanup: The old, single-purpose entity and player conditions have been deprecated, paving the way for the new, more robust, and easier-to-configure system.
Advanced Debug & Admin Toolkit
- NEW - Dungeon Pause/Resume: Freeze your entire dungeon in time! A new button in the main dungeon menu allows you to pause and resume all function triggers and tasks, perfect for inspecting complex states.
- NEW - Manual Function Trigger: Force-start or stop any function directly from the Functions list with a Shift-Click. The ultimate tool for testing your logic in isolation.
- NEW - Player Management: A new "Dungeon Players" menu shows all players currently in the instance. From there you can teleport to them or kick them from the dungeon and party.
- Live Variable Editor: View, create, edit, and delete your custom dungeon variables in real-time.
Party & Scripting Refinements
- New Party Conditions: Added a PlayerIsPartyLeader condition and improved the existing PartyPlayerCount condition to be more dynamic and easier to use.
- Checkpoint Refactor: The new CheckpointFunction has been refined based on feedback to target parties by their index, offering more control.
- Variable Trigger Fix: The event system now correctly listens for variable changes, making your variable-driven events work as expected.
Thank you for your feedback, it helps us continuously improve DungeonMaker! Need help or want to share feedback? Join us on our Discord!
DungeonMaker 1.3.1 Snapshot – New Functions Update
🆕 New Function Types
This update introduces several new functions to give you more tools for your dungeons:
Chunk Loader – Keeps chunks loaded at all times.
Cinematic – Creates camera movements for cutscenes.
Command (Fix) – Improved support for custom commands.
Hologram – Displays floating text in the world.
Jump Pad – Launches players in a set direction.
Particle – Adds visual effects using particles.
Potion – Applies potion effects to players or entities.
Sliding – Adds sliding movement mechanics.
Spawner – Spawns entities with full control.
Wave – Handles enemy waves and sequences.
Weather – Changes the weather (rain, thunder, etc.).
✅ General Improvements
Need help or want to share feedback? Join us on our Discord!
DungeonMaker 1.3.0 Snapshot - Entrance Overhaul
Entrances Overhaul
The functionality of portals and NPCs has been completely unified and optimized. Both systems are now more stable, powerful, and share the same features (multi-dungeon management, displays, etc.).
Party Optimizations
The party management system has been improved to provide a smoother and more reliable gameplay experience.
Bug Fixes & Stability Improvements
Moving Blocks: Fixed a critical animation bug for moving blocks using the "FULL" mode, which could cause them to get stuck.
Teleporter Function: The teleport location has been adjusted to be perfectly centered within the target block, preventing players from getting stuck on the edges.
State Function: Resolved an issue where the display name of a State Function would not refresh correctly after being changed.
Entity Count Trigger: Corrected a bug where the trigger's name was not displayed properly in the configuration menus. If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
General Fixes
Various minor bugs have been fixed to improve overall plugin stability. If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
DungeonMaker 1.2.0 Snapshot - 1.21.7 UPDATE
Changelog
If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
DungeonMaker 1.1.4 Snapshot - Fix Update
Changelog
- Resolved a critical issue causing the plugin to crash on Minecraft versions lower than 1.21.
If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
DungeonMaker 1.1.3 Snapshot - Feature & Fix Update
Changelog
- Moving Blocks - Waypoint Enhancements
- Added an option to trigger a signal when a waypoint is reached, enabling more dynamic movement logic.
- Inventory Or trigger Bug Fixes
- Resolved issues of Or inventory.
- Function Execution Delay Adjustment
- Set the initial delay of functions to 1 tick to prevent potential stack overflow errors.
- Moving Block Function - New Clear Options
- Added options in the edit inventory UI to clear all moving blocks or waypoints.
- Sound at Location Fix
- Sound effects no longer require a player radius to function correctly.
- General Optimizations & Minor Fixes
- Further performance improvements and small bug fixes to enhance overall stability.
- Teleporter Function Update
- Added a new parameter allowing players to be teleported to the end location of a Dungeon Theme instance.
- Players are no longer automatically teleported when the "End State" is reached.
If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
DungeonMaker 1.1.1 Snapshot - Minor Patch Update
Changelog
Reintroduction of Moving Block
The Moving Block feature has been re-added with slight optimizations using the Display Entity. A full rework is planned for a future update.
Fixes to Glow Block Function
Resolved issues with the Glow Block function to ensure proper operation.
Rework of Function Blocks
Addressed issues where function blocks could start without being properly stopped first, ensuring more reliable behavior.
Minor Fixes
Several small improvements and fixes have been implemented to enhance overall stability.
DungeonMaker 1.1.0 Snapshot - Minor Patch Update
We have resolved an issue where the EntitySpawn Trigger was not functioning correctly. This fix ensures that the trigger is properly handled and operates as expected.
If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
DungeonMaker 1.0.9 Snapshot - Minor Patch Update
We have resolved an issue where running a dungeon would always use the test seed instead of generating a random seed. Dungeons will now correctly utilize random seeds for unique gameplay experiences.
If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
DungeonMaker v1.0.8-SNAPSHOT - Condition Inventory Fix
We have fixed an issue where the inventories used to configure conditions were no longer working for all conditions.
If you encounter any issues or have feedback, feel free to reach out on our Discord for support.
DungeonMaker 1.0.7 Snapshot - Minor Patch Update
Changelog:
Fixes
- East and West Rotation Fix:
Resolved an issue where East and West rotations were misaligned in generated dungeons, ensuring accurate structure orientation.
If you encounter any issues or have feedback, feel free to join our Discord for support and discussions.
DungeonMaker 1.0.6 Snapshot - Minor Patch Update
This update brings important fixes and practical enhancements to improve the dungeon creation and management experience.
Changelog:
Fixes
- East and West Rotation Fix:
Resolved an issue where East and West rotations were misaligned in generated dungeons, ensuring accurate structure orientation.
New Features
- Editor Wand Interaction:
Using the Editor Wand on a generated room or corridor now opens its menu automatically, streamlining quick adjustments to these elements.
Changes
- Party Commands Overhaul:
- The command for creating parties in administrator mode has been renamed to /adminparty.
- Preparation has begun for the upcoming Entrance Party type, which will include a dedicated /party command. Stay tuned for this feature in future updates!
If you encounter any issues or have feedback, feel free to join our Discord for support and discussions.
Snapshot
DungeonMaker 1.0.4 Snapshot - Bug Fixes and Stability Improvements
This release addresses key bug fixes to improve function reliability and map settings.
Changelog:
- Multi-Function and Random Function Vector Fixes:
- Resolved issues related to vector handling in multi-functions and random functions for smoother function execution.
- West and East Rotation Correction:
- Fixed an inversion error where west and east rotations were swapped, ensuring correct orientation.
- Map Function Name and Description Fix:
- Corrected an issue in the map function where setting the map’s name and description cause errors.
- MythicMob Function Reload Fix:
- Addressed a bug where the MythicMob function would retain the outdated version of a mob instead of refreshing to the new version after a MythicMobs reload.
If any additional issues arise, don’t hesitate to contact us on Discord for support and feedback.
Snapshot
DungeonMaker 1.0.3 Snapshot - Feature Expansion and Improvements
This release brings important optimizations and new features in preparation for upcoming enhancements.
Changelog:
Random Dungeon Generation Optimization:
- Optimized the code for random dungeon generation to pave the way for the upcoming multi-room system.
New "Align to Center" Parameter for Rooms:
- Added a new parameter for rooms called "align to center." This feature allows rooms to be aligned precisely with the location of the function, making it easier to create dungeon entrances or multiple floors.
Reintroduced X and Y Parameters for Special Rooms:
- Restored the X and Y parameters for special rooms, allowing you to specify where the room appears within the MazeDungeon.
Reintroduced Dungeon Task:
- The dungeon task is back, enabling you to automatically close an unused dungeon based on defined parameters.
Major Rework of the Functions Menu:
- Improved visibility of child functions in the functions menu. For instance, in a random generation setup, child functions are now properly nested under their respective parent, such as a room.
Bug Fixes:
- Fixed a minor issue where the "Loading" trigger would fire before functions were fully loaded, preventing those functions from being activated.
- Resolved an issue with the command function where commands would not execute if no player was selected. Now, if no player is selected and the command is set to console type, it will execute properly.
New Player Target Parameters for Functions:
- Added new target options for player-based functions: "Specific Player," allowing you to specify the target's name, and "All Players," which targets all players on the server.
New Map Overlay Option for Map Functions:
- Added the "map overlay" option to the map function, allowing you to add overlays to the map. Additionally, the "map item" parameter now lets you modify the name and lore of the map item in hand.
If you encounter any issues or have feedback, feel free to reach out on our Discord for support.