Minecraft When Dungeons Arise mod 2026 download
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minecraft mod When Dungeons Arise

When Dungeons Arise

Game Version: 1.16.5
Total Downloads: 1,524,463
Updated: Jul 17, 2021
Created: Feb 2, 2021
Download When Dungeons AriseDownload Earlier Versions

Earlier Versions

Name Size Uploaded Game Version Downloads
DungeonsArise-1.16.5-2.1.47-release.jar release 4.46 MB Jul 17, 2021 1.16.5 0 download When Dungeons Arise DungeonsArise-1.16.5-2.1.47-release.jar releaseDownload
DungeonsArise-1.16.5-2.1.46-release.jar release 4.39 MB Jul 13, 2021 1.16.5 32,132 download When Dungeons Arise DungeonsArise-1.16.5-2.1.46-release.jar releaseDownload
DungeonsArise-1.16.5-2.1.45-release.jar release 4.38 MB Jul 12, 2021 1.16.5 13,158 download When Dungeons Arise DungeonsArise-1.16.5-2.1.45-release.jar releaseDownload
DungeonsArise-1.16.5-2.1.44-release.jar release 4.38 MB Jul 11, 2021 1.16.5 3,101 download When Dungeons Arise DungeonsArise-1.16.5-2.1.44-release.jar releaseDownload
dungeonsarise1.15.2-1.2.68b (Hotfix) release 5.57 MB Mar 23, 2021 1.15.2 56,934 download When Dungeons Arise dungeonsarise1.15.2-1.2.68b (Hotfix) releaseDownload
dungeonsarise1.16.5-1.2.68a (Hotfix) release 5.61 MB Mar 23, 2021 1.16.5 847,559 download When Dungeons Arise dungeonsarise1.16.5-1.2.68a (Hotfix) releaseDownload
dungeonsarise1.16.4-1.2.61a.jar release 4.77 MB Feb 7, 2021 1.16.5 64,454 download When Dungeons Arise dungeonsarise1.16.4-1.2.61a.jar releaseDownload
dungeonsarise1.14.4-1.2.61c.jar release 4.73 MB Feb 7, 2021 1.14.4 2,786 download When Dungeons Arise dungeonsarise1.14.4-1.2.61c.jar releaseDownload
dungeonsarise1.15.2-1.2.61b (Hotfix) release 4.74 MB Feb 5, 2021 1.15.2 1,518 download When Dungeons Arise dungeonsarise1.15.2-1.2.61b (Hotfix) releaseDownload
dungeonsarise1.16.5-1.2.72a.jar beta 3.60 MB Apr 4, 2021 1.16.5 304,047 download When Dungeons Arise dungeonsarise1.16.5-1.2.72a.jar betaDownload
dungeonsarise1.15.2-1.2.72b.jar beta 3.48 MB Apr 3, 2021 1.15.2 47,841 download When Dungeons Arise dungeonsarise1.15.2-1.2.72b.jar betaDownload
dungeonsarise1.16.4-1.2.63a.jar beta 4.82 MB Mar 1, 2021 1.16.5 75,755 download When Dungeons Arise dungeonsarise1.16.4-1.2.63a.jar betaDownload
dungeonsarise1.15.2-1.2.63b.jar beta 4.79 MB Feb 26, 2021 1.15.2 21,204 download When Dungeons Arise dungeonsarise1.15.2-1.2.63b.jar betaDownload
dungeonsarise1.16.4-1.2.62a.jar beta 4.77 MB Feb 11, 2021 1.16.5 17,014 download When Dungeons Arise dungeonsarise1.16.4-1.2.62a.jar betaDownload
dungeonsarise1.15.2-1.2.62b.jar beta 4.75 MB Feb 9, 2021 1.15.2 14,307 download When Dungeons Arise dungeonsarise1.15.2-1.2.62b.jar betaDownload
dungeonsarise1.15.2-1.2.60b.jar beta 4.73 MB Feb 5, 2021 1.15.2 78 download When Dungeons Arise dungeonsarise1.15.2-1.2.60b.jar betaDownload
dungeonsarise1.14.4-1.2.56c (Backport) beta 6.09 MB Feb 4, 2021 1.14.4 192 download When Dungeons Arise dungeonsarise1.14.4-1.2.56c (Backport) betaDownload
dungeonsarise1.15.2-1.2.56 (Backport) beta 4.86 MB Feb 3, 2021 1.15.2 6,650 download When Dungeons Arise dungeonsarise1.15.2-1.2.56 (Backport) betaDownload
dungeonsarise1.16.4-1.2.56.jar beta 4.66 MB Feb 2, 2021 1.16.4 5,423 download When Dungeons Arise dungeonsarise1.16.4-1.2.56.jar betaDownload
DungeonsArise-1.16.5-2.1.43-alpha.jar alpha 4.16 MB Jul 6, 2021 1.16.5 1,553 download When Dungeons Arise DungeonsArise-1.16.5-2.1.43-alpha.jar alphaDownload
Dungeons_Arise-1.16.5-2.1.42-alpha alpha 3.86 MB Jul 3, 2021 1.16.5 1,277 download When Dungeons Arise Dungeons_Arise-1.16.5-2.1.42-alpha alphaDownload
dungeonsarise1.16.5-1.2.68a.jar alpha 5.61 MB Mar 22, 2021 1.16.5 6,997 download When Dungeons Arise dungeonsarise1.16.5-1.2.68a.jar alphaDownload
dungeonsarise1.15.2-1.2.68b.jar alpha 5.57 MB Mar 21, 2021 1.15.2 483 download When Dungeons Arise dungeonsarise1.15.2-1.2.68b.jar alphaDownload

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1.15.2 – 1.16.5

 

 

– Milestones

February 27, 2021 – 50.000 Downloads! Thanks to everyone who supported us on these first weeks since official release!

March 7, 2021 – 75.000 Downloads!

March 12, 2021 – 100.000 Downloads! Thanks everyone! ^^'

March 20, 2021 – 150.000 Downloads! We'll be releasing a new update later today or tomorrow, stay tuned :3

March 28, 2021 – 200.000 Downloads!

April 12, 2021- 300.000!

April 24, 2021 – 400.000!

May 6, 2021 – 500.000. Thanks everyone for half a million downloads!

June 14 2021 – 1.000.000. This is incredible.

  

Authors' Note (April 27, 2021)
When Dungeons Arise is currently going through a major overhaul and rewrite. This will make it possible to add further cross compatibility and configuration options, as well as most features you've been requesting. This may take some time, as we'll rework some other parts of the mod, rebalance the loot, and add new dungeons too. For now, we've implemented the basic framework needed to improve the overall performance of massive structures. As shown on Discord, we've already added support for /locate, cartographer maps, datapackable structures, spacing and separation configurations. There is currently no ETA for this.

 

 Changelog (v1.2.72b) (1.15.2 – 1.16.5)

– Added 4 new dungeon types. This time we are focusing on small structures with low and medium tier loot:

1. Greenwood builds, which spawn on all non-coniferous forests; there are some variants, which include Greenwood towers, tavern-like structures, simple houses, and more. We will expand this category in the future with more forest themed builds. All of them are hostile.

2. Fortified builds, which spawn on mountains and hills. These contain mid tier loot and enemies. For now we have two variants which resemble a fortified house and a fortified temple, with a similar style to the one seen on Oriental Temples.

3. Jungle tree houses, which spawn on vanilla and modded jungles. These contain mid tier loot and enemies.

4. Lighthouses, which spawn on the beach. These are fairly rare, but it's one of the few structures in this mod that aren't hostile. These contain a little bit of loot and will spawn a Waystone, if you're using Waystones mod.

– Items dropped during world generation on chunks affected by our structures now despawn automatically for better performance.

– Many loot tables were rebalanced. Crazy enchantments were nerfed or removed.

– Decreased default spawnrate for tall spruce trees even more.

– Moved Robust houses to tundras and taigas (vanilla or modded). These won't spawn on normal forests or plains anymore.

– Added a configuration option to enable unfinished structures. This should be kept disabled unless you want to check them out, although for now there's not much to show. This fixes an issue in which players would accidentaly enable untested dungeons when tweaking spawnrates.

– Removed custom title screen for now, sorry! We may bring it back in the future when we get config options for it.

 

Changelog (v1.2.68b) (1.15.2 – 1.16.5)

– Updated curseforge page to show new structures 🙂

– Halved all spawnrates by default, some of them were made even lower. Giant Trees are now a rare structure.

– Added around five new dungeons. These are:

1. Mushroom Mines (spawns on swamplands and custom swamp-tagged biomes). These are medium difficulty dungeons focused on ores.

2. Desert Cities (spawns on deserts and modded desert-type biomes). These are truly mega-dungeons which add around 40 new structures. Inhabited by all types of hostile monsters, Desert Cities spawn around a highly hostile main building which contains tons of barrels and chests for you to loot on your way up. The city itself is also full of hostile creatures and loot. Randomized.

3. Swamp trees, a variant of Dark Forests' tree houses.

4. Giant mushrooms, fairly easy dungeons/structures with medium tier loot which may spawn on swamps.

5. Illager Fort, a highly hostile dungeon which spawns on tundras, snowy taigas, snowy mountains and other modded cold/snowy biomes. Its loot is medium-high tier and the structure contains a fair amount of randomized rooms full of illlager-type mobs.

– Added cross compatibility for Waystones mod! These will now spawn on some dungeons, specificly: Illager Forts, Oriental Pagodas, Desert Citys' main tower, Mushroom Mines, and Giant Spruce Trees (now rare). This will be enabled by default and can be disabled in config.

– Changed inner workings of the config file. Additionally, we have renamed it to "whendungeonsarise" to fit with the actual mod's name, as a lot of people had trouble finding these files. You can also use /wdaconfig config ingame now to check the directories path that is being used for configuration purposes.

– Nerfed loot on several dungeons and buffed it on others. Fixed some loot tables overflowing chests with junk items. Reworked most loot tables to fit other modded items. (Major nerfs: Pirate ships, Heavenly Riders)

– Nerfed spawners on Pirate Ships and Dark Tree Houses.

– Fixed an error which sometimes prevented the Oriental tower from spawning its roof.

– Fixed many small bugs.

– Removed /wdaconfig spawnrates command, since it's now replaced by config options.

 

Waystones cross compatibility

As of v1.2.68, When Dungeons Arise now naturally spawns waystones on several dungeons: Mushroom mines, Illager Forts, Oriental Temples, Giant spruce trees and Desert cities. This can be disabled on config files!

 

Mod Showcases (All credits to their respective content creators <3)

[English] All credits to Bloodyneck, bstylia14, Gimme Vidya, and Pwrdown respectively.

[7:40]

[4:00]

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[5:27]

 

[Spanish] All credits to Anthonycraft, HelldogMadness, JoseLuis, and lauchering respectively.

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[11:48]

  

 

When Dungeons Arise gathers plenty of dungeons and generates them randomly on your worlds to ensure glorious adventures and challenges. We have took a step away from standard vanilla structures, resulting in imposing dungeons to lose yourself into.

 

However, be wary when you venture into a palace in search of precious loot, and don't forget to land safely after raiding a hostile airship. Even on daylight, dungeons will generate foes to keep you away from them… at least until you're ready to walk across countless, dangerous passages…

 

This mod is currently under steady development. New dungeons will be added in each update! ^^ 

 

 Anyway, what have we got?

 

Randomized temples and palaces, fortresses and cities, which spawn different rooms and passages, along with custom loot tables. These often include various vanilla loot tables used by other mods, which means your progress on these dungeons will surely help you progress on other mods that focus on world exploration too!

Other hostile structures such as windmills or houses may also generate on your world, although these ones are fairly easy to conquer… I think… maybe?

 

 

Illager campsites that may or may not break your will early on your journey… sorrounded by other threats and discoveries.

 

 

Don't you love the smell of gunpowder in the morning?

Hostile ships generate across the seven seas, carrying loot which ranges from gold nuggets to unheard-of treasures.

 

 

The sky carries its own secrets: mysterious planes and airships wander aimlessly around the world, without a port to return to… yet? Most of these contain valuable redstone materials, although this kind of loot isn't only available in the skies, but also on the dark alleys of hidden mines. I can't just tell you all my secrets though!

 

 

And, of course, we must mention -or at least show- other kind of structures… Mage towers, coliseums, tree houses…

 

 

And many more…

 

*Spawn rates were often increased to take these pictures.

 

FAQ

 

Can I use this on my modpack?

Yes! Just make sure to give us credit. If possible, link it back to this forum post.

Will you port this back to 1.12.2?

No. Doing so would be considerably hard since most dungeons use 1.14.4+ blocks and features.

Do these dungeons generate if I add them on a world I already explored?

Yes. You will have to explore further and load new chunks though! Remember to save a backup of your world just in case.

Do these dungeons generate on modded biomes? Is it compatible with Biomes O' Plenty or Biomes You'll Go?

Yes. As of version 1.2.62, dungeons will spawn on modded biomes based on Forge's Biome Dictionary.

Is this mod compatible with Terraforged?

Yes, WDA is compatible with Terraforged. However, if you find any issue make sure to report it.

Are you going to add a config file?

This is already a feature on 1.2.63+ versions of WDA.

Are you going to add support for vanilla /locate?

This is already a feature on 2.1.42+ versions, which are currently on alpha state.

 

Special thanks to @banananugetz for creating such a nice logo!

 

We've got a new discord server!
If you have any question, suggestion, or issue, make sure to come over.
We may show regular sneak peeks into the development of new dungeons, too!

 

 

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