🏰 DungeonForge Documentation

Welcome to the official documentation for DungeonForge - The Ultimate Dungeon Creation System for Minecraft servers.

📋 Requirements

Server: Paper/Spigot 1.16+  |  Java: 16+  |  Dependencies: None required (all optional)

📦 Installation

Server Requirements

⚠️ Important

Vanilla Minecraft servers cannot load plugins. You need Paper or Spigot!

Installation Steps

  1. Stop your server
  2. Download DungeonForge-1.0.8.jar (recommended)
  3. Place the JAR file in your plugins/ folder
  4. Start the server to generate config files
  5. (Recommended) Restart after making config changes

Generated Files

plugins/DungeonForge/
├── config.yml          # Main configuration
├── loot_tables.yml     # Loot table definitions
├── dungeons/           # Your dungeon saves
│   └── *.yml
└── templates/          # Room templates (NBT)
    └── <dungeonId>/
        └── *.nbt

Dungeon packs export to plugins/DungeonForge/packs/ (zip). Use /df pack export <dungeon>.

Optional Integrations

PluginPurpose
VaultEconomy rewards on dungeon completion
PlaceholderAPIStats and leaderboard placeholders
MythicMobsCustom mob spawning
MMOItemsCustom items in loot tables
CitizensNPC support for quests/merchants
ModelEngineCustom mob models

⚡ Quick Start (5 Minutes)

🎯 Goal

Create your first playable dungeon in under 5 minutes!

Step-by-Step Guide

  1. Create a dungeon:
    /df create MyFirstDungeon
  2. Start editing:
    /df edit MyFirstDungeon

    Your hotbar now has quick-access builder items!

  3. Open Builder Hub:
    /df build

    Or use the Compass in your hotbar

  4. Follow the guided steps:
    • Create Room (select corners first)
    • Place Start Marker
    • Place End Marker
    • Unlock Free Build tools!
  5. Publish your dungeon:
    /df publish MyFirstDungeon
  6. Test it!
    /dfjoin MyFirstDungeon
  7. Set lobby return point:
    /df setspawnoflobby

🎮 Your First Dungeon Tutorial

Understanding the Builder Flow

DungeonForge uses a guided builder system that walks you through creating a dungeon step by step.

📍 Step 1: Create Your Room

  1. Get your wand: /df wand
  2. Switch to SELECT mode (Shift + Drop)
  3. Left-click one corner of your room
  4. Right-click the opposite corner
  5. Open Builder Hub and click "Create Room"

🟢 Step 2: Place Start Marker

  1. Switch wand to MARKER mode
  2. Right-click where players should spawn
  3. Select "START" from the marker picker

🔴 Step 3: Place End Marker

  1. Right-click where the dungeon should end
  2. Select "END" from the marker picker
  3. You now have Free Build access!

⚔️ Step 4: Add Combat & Loot

  • MOB_SPAWN: Add enemy spawners
  • BOSS_SPAWN: Add a boss fight
  • LOOT_CHEST: Add treasure chests
  • TRAP: Add hazards

Use INFO mode to configure each marker!

👤 Player Commands

Main command aliases: /dungeonforge, /df, /dungeon, /dungeons

💡 Quality of life

In this wiki, use the Copy buttons to quickly copy commands. In-game, DungeonForge also provides clickable chat helpers for common workflows (for example prefab controls and prompt [Cancel] links), so you can click instead of typing.

CommandDescription
/df helpShow help menu
/df howtoStep-by-step quick guide
/df tutorialCinematic setup guide
/df menuOpen main menu GUI
/df leaderboard [dungeon]
/dfleaderboard [dungeon]
View dungeon leaderboards (best completion times)
/dfjoin <dungeon>Join a dungeon
/dfleaveLeave current dungeon
/df preview <dungeon>Preview a dungeon in 3D
/df preview roomsShow room list in preview
/df preview leaveExit preview mode
/df queue <dungeon>Join matchmaking queue
/df queue leaveLeave queue

🔨 Builder Commands

CommandDescription
/df create <name>Create a new dungeon
/dfcreate <name>Alias for create
/df edit <name>Enter edit mode
/df saveSave and exit edit mode
/df buildOpen Builder Hub GUI
/df wandGet builder wand
/df wand guideGet simple guided wand
/df wand builderGet full builder wand
/df prefabsOpen prefab library
/df room create <name>Create a room from selection
/df room listList all rooms
/df room delete <room>Delete a room
/df publish <name>Toggle publish status
/df validate <name>Validate dungeon setup
/df tp <dungeon> [room]Teleport to dungeon/room

Prefab Commands

🖱️ Click-to-run prefab commands

When you are placing or previewing a prefab, DungeonForge will show these as clickable chat buttons for easy use. You can still type them normally if you prefer.

CommandDescription
/df prefab helpShow prefab help
/df prefab north|south|east|west <n>Move preview
/df prefab up|down <n>Move preview vertically
/df prefab rotl|rotrRotate preview
/df prefab confirmPlace the prefab
/df prefab cancelCancel placement

👥 Party Commands

CommandDescription
/dfparty createCreate a new party
/dfparty invite <player>Invite a player
/dfparty acceptAccept party invite
/dfparty denyDeny party invite
/dfparty leaveLeave current party
/dfparty kick <player>Kick a party member
/dfparty disbandDisband the party
/dfparty listList party members
/dfparty promote <player>Promote to party leader

⚙️ Admin Commands

CommandDescription
/df configOpen server settings GUI
/df reloadReload configuration
/df setspawnoflobbySet lobby return point
/df pack listList dungeon packs
/df pack export <dungeon>Export dungeon pack
/df pack import <file>Import dungeon pack
/df leaderboard export <dungeon> [csv|json] [limit]
/dfleaderboard export <dungeon> [csv|json] [limit]
Export leaderboard files (admins only)
📦 Packs

Packs are zip files in plugins/DungeonForge/packs/. Exports include dungeon.yml, templates/*.nbt, and manifest.json.

🪄 Wand System

The wand is your primary building tool. Get one with /df wand or /dfwand.

Wand Types

CommandTypeDescription
/df wandDefaultStandard builder wand
/df wand guideGuidedSimple wand for beginners
/df wand builderFullAll features unlocked

Wand Modes

Cycle modes with Shift + Drop (Q)

📐 SELECT Mode

  • Left-click: Set position 1
  • Right-click: Set position 2

Used for selecting room boundaries and regions.

📍 MARKER Mode

  • Right-click: Open marker picker GUI
  • Sneak + Right-click: Quick-place selected marker type

Used for placing markers like spawners, chests, and objectives.

🔗 CONNECT Mode

  • Right-click: Link two connector markers

Used for procedural generation - connects rooms together.

ℹ️ INFO Mode

  • Right-click: Open marker configuration GUI

Used for configuring marker settings like mob types, loot tiers, etc.

🗑️ DELETE Mode

  • Right-click: Remove marker at location

Used for removing placed markers.

🎒 Builder Hotbar

When you enter edit mode (/df edit <name>), your hotbar is populated with quick-access items:

SlotItemAction
1🪄 WandSelection & marker placement
2🧭 CompassOpens Builder Hub (/df build)
3📚 BookshelfOpens Prefab Library (/df prefabs)
4⚙️ ComparatorOpens Server Config (/df config) - Admin only
5⭐ Nether StarOpens Main Menu (/df menu)
6📖 Writable BookSave and exit (/df save)
7💎 EmeraldToggle publish status
8🚫 BarrierExit edit mode
💡 Tip

Right-click any hotbar item to use it. These items cannot be dropped or moved.

🏠 Room Creation

Rooms are the building blocks of dungeons. Each room contains markers and can be used as a prefab template.

Creating a Room

  1. Enter edit mode: /df edit <dungeon>
  2. Get your wand: /df wand
  3. Switch to SELECT mode (Shift + Q)
  4. Left-click first corner of your room
  5. Right-click opposite corner
  6. Run: /df room create <roomName>

Room Management

CommandDescription
/df room listList all rooms in current dungeon
/df room delete <room>Delete a room
/df tp <dungeon> <room>Teleport to a specific room
💡 Templates

Rooms are saved as NBT templates in plugins/DungeonForge/templates/<dungeonId>/

🧱 Prefab System

Prefabs are pre-built room templates you can place instantly. Perfect for quickly building dungeons!

Using Prefabs

  1. Open the prefab library: /df prefabs
  2. Click a prefab to select it
  3. A preview will appear at your location
  4. Use commands to position and rotate
  5. Confirm placement: /df prefab confirm

Prefab Controls

CommandAction
/df prefab north <n>Move preview north by n blocks
/df prefab south <n>Move preview south by n blocks
/df prefab east <n>Move preview east by n blocks
/df prefab west <n>Move preview west by n blocks
/df prefab up <n>Move preview up by n blocks
/df prefab down <n>Move preview down by n blocks
/df prefab rotlRotate 90° counter-clockwise
/df prefab rotrRotate 90° clockwise
/df prefab confirmPlace the prefab
/df prefab cancelCancel placement
🎯 Pro Tip

Create your own prefabs by saving rooms! They'll appear in the prefab library for reuse.

📍 Core Markers

Core markers define the basic structure of your dungeon.

🟢 START Marker

Required: Yes (one per dungeon)

Defines where players spawn when entering the dungeon.

  • Players teleport here on dungeon start
  • Also used as respawn point if no checkpoint reached

🔴 END Marker

Required: Yes (one per dungeon)

Defines the dungeon completion point.

  • Players touching this complete the dungeon
  • Triggers rewards and teleport back to lobby

🔵 CHECKPOINT Marker

Required: No (optional)

Save points within the dungeon.

  • Players respawn here on death
  • Multiple checkpoints can be placed
  • Players activate by walking through

⚔️ Combat Markers

Combat markers spawn enemies and create challenging encounters.

👹 MOB_SPAWN Marker

Spawns mobs when players enter the area.

Configuration Options:
OptionDefaultDescription
mob-typeZOMBIEEntity type or MythicMobs ID (mm:MobName)
count3Number of mobs to spawn
activation-radius8Trigger distance (blocks)
# Example MythicMobs usage:
mob-type: mm:SkeletonWarrior
count: 5

💀 BOSS_SPAWN Marker

Spawns a boss with health bar and phases.

Configuration Options:
OptionDefaultDescription
boss-typeWITHER_SKELETONEntity type or MythicMobs ID
boss-nameDungeon BossDisplay name above health bar
phase-count3Number of phases
phase-health-percentage33Health % per phase transition
🔑 Boss Key Drops:

Bosses can optionally drop keys that work with the door/key system:

OptionDefaultDescription
drop-keyfalseEnable key drop on boss death
key-lock-idBOSSLock ID the key opens (matches door lock-id)
key-nameBoss KeyDisplay name of the dropped key
key-materialTRIPWIRE_HOOKItem material for the key
give-to-playerstrueGive key directly to players (vs drop on ground)

🌊 WAVE_SPAWNER Marker

Spawns multiple waves of mobs in sequence.

Configuration Options:
OptionDefaultDescription
wave-count3Number of waves
mobs-per-wave5Mobs in each wave
time-between-waves10Seconds between waves

⚠️ TRAP Marker

Creates environmental hazards.

Configuration Options:
OptionDefaultDescription
trap-typeARROWType of trap (ARROW, FIRE, POISON, etc.)
damage4Damage dealt
cooldown3Seconds between activations

🎁 Loot Markers

📦 LOOT_CHEST Marker

Places a loot chest that generates items based on tier.

Configuration Options:
OptionDefaultDescription
tier1Loot tier (1-5, higher = better)
chest-typeCHESTBlock type (CHEST, TRAPPED_CHEST, BARREL)
item-count5Number of items to generate
Loot Tiers:
  • Tier 1: Common - Basic materials, food
  • Tier 2: Uncommon - Iron gear, potions
  • Tier 3: Rare - Diamond gear, enchantments
  • Tier 4: Epic - Enchanted diamond, rare items
  • Tier 5: Legendary - Best loot, custom items
# MMOItems loot example:
items:
  - "mi:SWORD:FLAME_BLADE"
  - "mi:ARMOR:DRAGON_HELM"

🔐 Puzzle Markers

Puzzle markers create interactive challenges that players must solve to progress. DungeonForge supports three puzzle types plus doors and keys.

🎯 How Puzzles Work

Place PUZZLE markers in your dungeon, configure them with the wand (INFO mode), and group related markers together using the same Group ID. Players solve puzzles by interacting with elements in the correct order.

Puzzle Types

🎚️ Lever Sequence Puzzle

Players must activate levers or buttons in the correct order.

How Players Solve It:
  1. Find all levers in the puzzle group
  2. Activate them in the correct sequence (1, 2, 3...)
  3. Progress is shown in the action bar: &a2/4 &7- &e2 more!
  4. Wrong order = damage + reset (if configured)
Configuration Options:
OptionDefaultDescription
Puzzle TypeLEVER_SEQUENCESet to Lever Sequence
Group ID(auto)Links multiple levers as one puzzle
Sequence Order0Position in sequence (0=first, 1=second, etc.)
Fail Damage2.0Hearts of damage on wrong order
Reset on FailtrueReset progress when wrong lever pulled
Hint EnabledfalseShow hint text to players
Hint Text(empty)Custom hint message
Time Limit0Seconds to complete (0 = no limit)
💡 Design Tip

Place visual clues near each lever! Use signs, item frames with numbered items, colored wool, or paintings to hint at the order. Players love puzzles they can figure out!

❓ Riddle Puzzle

Players must answer a riddle correctly by typing in chat.

How Players Solve It:
  1. Right-click the riddle trigger (book, lectern, or observer block)
  2. Riddle text appears in chat with a title screen
  3. Type the answer in chat (case-insensitive)
  4. Type skip to give up
Configuration Options:
OptionDefaultDescription
Puzzle TypeRIDDLESet to Riddle
Riddle Text(required)The riddle question shown to players
Riddle Answer(required)Correct answer (case-insensitive)
Hint EnabledfalseShow a hint after the riddle
Hint Text(empty)Hint to help players
Example Riddles:
Riddle: "I have cities, but no houses. I have mountains, but no trees. I have water, but no fish. What am I?"
Answer: "map"

Riddle: "The more you take, the more you leave behind. What am I?"
Answer: "footsteps"

⬛ Pressure Plate Puzzle

Players must step on pressure plates in the correct sequence.

How Players Solve It:
  1. Find all pressure plates in the puzzle
  2. Step on them in the correct order
  3. A note sound plays for each correct step
  4. Wrong plate = damage + reset
Configuration Options:
OptionDefaultDescription
Puzzle TypePRESSURE_PLATESet to Pressure Plate
Group ID(auto)Links multiple plates as one puzzle
Sequence Order0Position in sequence
Fail Damage2.0Damage on wrong plate
Reset on FailtrueReset progress on mistake
🎨 Design Ideas

Use different colored blocks under each plate, or place symbols/paintings nearby. Create a pattern players must follow!

Puzzle Rewards

When a puzzle is completed, players receive a reward. Configure the reward type in the marker settings:

Reward TypeDescription
LOOT_DROPDrops loot items at the puzzle location (configurable tier)
DOOR_UNLOCKUnlocks a door with the specified Lock ID
MOB_CLEARKills all mobs in the room
COMMANDRuns a custom command (use {player} placeholder)

Setting Up a Lever Puzzle (Step-by-Step)

  1. Enter edit mode: /df edit <dungeon>
  2. Get your wand and switch to MARKER mode
  3. Place a PUZZLE marker at each lever location
  4. Switch to INFO mode and right-click each marker to configure:
    • Set Puzzle Type to "Lever Sequence"
    • Set the same Group ID for all levers (e.g., "lever_puzzle_1")
    • Set Sequence Order: 0 for first, 1 for second, etc.
    • Configure reward on the FIRST marker in the sequence
  5. Place actual lever blocks at each marker location
  6. Add visual clues (signs, colors, symbols) to hint at the order

Doors & Keys

🚪 DOOR Marker

Creates a locked door that requires a key to open.

Configuration Options:
OptionDefaultDescription
Lock IDAID that matches with KEY_LOCATION
Consume KeytrueRemove key from inventory when used
LockedtrueWhether door starts locked

Doors block passage until the matching key is collected or a puzzle unlocks them.

🔑 KEY_LOCATION Marker

Places a collectible key that unlocks matching doors.

Configuration Options:
OptionDefaultDescription
Lock IDAID that matches with DOOR marker
Key NameDungeon KeyDisplay name of the key item
Key MaterialTRIPWIRE_HOOKItem that represents the key
💡 Tip

Match Lock ID between DOOR and KEY_LOCATION to create lock/key pairs! You can also unlock doors via puzzle rewards using the DOOR_UNLOCK reward type.

🔗 CONNECTOR Marker

Defines connection points for procedural generation.

Configuration Options:
OptionDefaultDescription
directionNORTHWhich way this connector faces
size3x3Size of the connection opening

Used in CONNECT wand mode to link rooms together for procedural layouts.

🧑‍🌾 Villager NPC Markers

Add helpful NPCs to your dungeons! Villager NPCs provide services like healing, shops, and buff stations that players can use during their run.

💰 Dungeon Coins

NPCs can use Dungeon Coins - a currency earned during the run from killing mobs and looting chests. Coins reset when the dungeon ends, creating a roguelike economy!

NPC Service Types

❤️ Healer NPC

Restores player health for a cost.

How Players Use It:
  1. Right-click the villager NPC
  2. Health is restored (up to configured amount)
  3. Cost is deducted from their currency
  4. Cooldown prevents spam healing
Configuration Options:
OptionDefaultDescription
Service TypeHEALERSet to Healer
Heal Amount10.0Hearts to restore (20 = full health)
Cost50Price in selected currency
Currency TypeDUNGEON_COINSFREE, SERVER_ECONOMY, or DUNGEON_COINS
Cooldown30Seconds between uses

🛒 Shop NPC

Opens a shop GUI where players can buy items mid-run.

How Players Use It:
  1. Right-click the villager NPC
  2. Shop GUI opens with available items
  3. Click items to purchase
  4. Items are added to inventory
Configuration Options:
OptionDefaultDescription
Service TypeSHOPSet to Shop
Currency TypeDUNGEON_COINSPayment method
Shop Items(configure in GUI)Items available for purchase
🎯 Shop Ideas

Sell potions, food, arrows, or temporary gear. Price items based on dungeon difficulty!

✨ Buff Station NPC

Applies temporary potion effects to players.

How Players Use It:
  1. Right-click the villager NPC
  2. Buff is applied (Speed, Strength, etc.)
  3. Cost is deducted
  4. Effect lasts for configured duration
Configuration Options:
OptionDefaultDescription
Service TypeBUFF_STATIONSet to Buff Station
Buff TypeSPEEDPotion effect type
Buff Amplifier1Effect level (0=I, 1=II, etc.)
Buff Duration120Duration in seconds
Cost25Price in selected currency
Currency TypeDUNGEON_COINSPayment method
Cooldown60Seconds between uses
Available Buff Types:
  • SPEED - Move faster
  • STRENGTH - Deal more damage
  • RESISTANCE - Take less damage
  • REGENERATION - Heal over time
  • FIRE_RESISTANCE - Immune to fire
  • NIGHT_VISION - See in the dark
  • JUMP_BOOST - Jump higher
  • HASTE - Mine/attack faster

Currency Types

CurrencyDescription
FREENo cost - service is free to use
SERVER_ECONOMYUses Vault economy (requires Vault plugin)
DUNGEON_COINSTemporary currency earned during the run

Earning Dungeon Coins

Players earn Dungeon Coins from various activities during their run:

ActivityDefault CoinsConfig Key
Killing a mob5dungeon-coins.mob-kill
Killing a boss50dungeon-coins.boss-kill
Looting a chest10dungeon-coins.chest-loot

Coins are displayed in the action bar and reset when the dungeon run ends.

Setting Up an NPC (Step-by-Step)

  1. Enter edit mode: /df edit <dungeon>
  2. Get your wand and switch to MARKER mode
  3. Place a VILLAGER_NPC marker where you want the NPC
  4. Switch to INFO mode and right-click to configure:
    • Select the Service Type (Healer, Shop, or Buff Station)
    • Configure service-specific options
    • Set the Currency Type and cost
    • Optionally set a cooldown
  5. Save and test your dungeon!

👥 Party System

Team up with friends to tackle dungeons together!

Creating & Managing Parties

  1. Create a party: /dfparty create
  2. Invite friends: /dfparty invite <player>
  3. Friend accepts: /dfparty accept
  4. Join dungeon together: /dfjoin <dungeon>

Party Features

Matchmaking

Solo players can use the matchmaking queue to find parties:

/df queue <dungeon>   # Join the queue
/df queue leave        # Leave the queue
⚙️ Configuration

Party size limits and settings are in config.yml under the party: section.

💎 Loot System

DungeonForge features a 5-tier loot system with customizable loot tables.

Loot Tiers

TierNameTypical Contents
1CommonBasic materials, food, arrows
2UncommonIron gear, basic potions
3RareDiamond gear, better enchants
4EpicEnchanted diamonds, rare drops
5LegendaryBest items, custom gear

Loot Table Configuration

Edit plugins/DungeonForge/loot_tables.yml to customize loot:

tier_1:
  items:
    - material: IRON_SWORD
      chance: 0.3
      enchantments:
        SHARPNESS: 1
    - material: GOLDEN_APPLE
      amount: 1-3
      chance: 0.5

MMOItems Integration

Add custom MMOItems to loot tables:

tier_5:
  items:
    - mmoitem: "SWORD:LEGENDARY_BLADE"
      chance: 0.1
    - mmoitem: "ARMOR:DRAGON_PLATE"
      chance: 0.05

💀 Boss Fights

Create epic boss encounters with phases, abilities, and health bars!

Boss Features

Phase System

Bosses transition through phases based on health percentage:

Phase 1: 100% - 67% health
Phase 2: 66% - 34% health  (abilities unlock)
Phase 3: 33% - 0% health   (enraged mode)

Configuration

boss:
  health-multiplier: 10.0
  damage-multiplier: 2.0
  phases:
    enabled: true
    count: 3
  abilities:
    enabled: true
🎯 MythicMobs

For advanced boss mechanics, use MythicMobs: boss-type: mm:MyCustomBoss

🌍 Instancing

Each party gets their own isolated copy of the dungeon!

Instance Types

TypeDescription
Isolated WorldsEach run creates a separate world (recommended)
Slot-BasedPre-generated slots in one world

How Instancing Works

  1. Player/party runs /dfjoin <dungeon>
  2. DungeonForge creates/assigns an instance
  3. Dungeon is copied to the instance
  4. Players are teleported in
  5. On completion/leave, instance is cleaned up

Instance Protection

Configuration

instances:
  isolated-worlds:
    enabled: true
    world-prefix: "df_instance_"
    delete-on-complete: true
  slot-based:
    enabled: false
    slots-per-dungeon: 5

🎲 Procedural Generation

Generate unique dungeon layouts each run using room templates and connectors!

How It Works

  1. Create multiple room templates (prefabs)
  2. Add CONNECTOR markers to each room
  3. Link connectors with compatible rooms
  4. DungeonForge randomly assembles rooms each run

Connector Setup

  1. Switch wand to MARKER mode
  2. Place CONNECTOR markers at doorways
  3. Switch to CONNECT mode
  4. Right-click two connectors to link them

Configuration

procedural:
  enabled: true
  min-rooms: 5
  max-rooms: 12
  branch-chance: 0.3
  corridor:
    enabled: true
    min-length: 3
    max-length: 8
⚠️ Important

Procedural dungeons need at least 3 room templates with matching connectors to work well.

📋 General Configuration

Main settings in plugins/DungeonForge/config.yml

general:
  language: en_US
  debug: false

builder:
  default-wand-mode: SELECT
  particles-enabled: true
  selection-particle: FLAME

preview:
  enabled: true
  duration-seconds: 60
  particle-density: 1.0

RPG & Skills HUD

rpg:
  enabled: false           # Master toggle for RPG features
  classes:
    enabled: false         # Enable class system
  skills:
    enabled: false         # Enable skill tree/unlocks
  hud:
    enabled: false         # Enable skills HUD on actionbar
    slots: [0, 1, 2]       # Hotbar slots to show in HUD
    show-in-dungeons: false # Show skills HUD inside dungeon instances

abilities:
  enabled: false           # Enable player ability items
💡 Skills HUD Requirements

The skills HUD only displays when ALL of these are enabled: rpg.enabled, rpg.hud.enabled, abilities.enabled, and either rpg.skills.enabled or rpg.classes.enabled.

🏆 Leaderboards & Timers

DungeonForge can record completion times per dungeon and expose them via commands, GUI, and PlaceholderAPI.

Public access

To make leaderboards public (players can view via /df leaderboard, /dfleaderboard, and the main menu button):

leaderboards:
  enabled: true
  public-command-enabled: true
  # Optional permission gate for players:
  # dungeonforge.leaderboard

File size control

The file plugins/DungeonForge/leaderboards.yml grows based on how many dungeons and players you keep. Use these caps to keep it bounded.

leaderboards:
  # Keep only the fastest N player best-times per dungeon (0 = unlimited)
  max-best-per-dungeon: 500
  # Keep last N successful runs per dungeon (0 = disable history)
  max-history-per-dungeon: 100
Tip

If you want a small file, lower max-best-per-dungeon and/or set max-history-per-dungeon: 0.

🌐 Instance Configuration

instances:
  isolated-worlds:
    enabled: true
    world-prefix: "df_instance_"
    delete-on-complete: true
    ground-level-placement:
      enabled: true
      target-y: 64

  slot-based:
    enabled: false
    slots-per-dungeon: 5
    slot-spacing: 1000

  protection:
    prevent-block-break: true
    prevent-block-place: true
    prevent-mob-spawning: true

  player:
    save-inventory: true
    restore-on-leave: true
    teleport-on-death: CHECKPOINT

📍 Marker Default Configuration

💡 Per-Dungeon Defaults: Marker defaults are now stored per-dungeon! When you create a new dungeon, it inherits the global defaults from config.yml. Changes made via the Marker Defaults GUI only affect the current dungeon being edited, not the global config.
markers:
  defaults:
    mob_spawn:
      type: ZOMBIE
      count: 4
      level: 1
      radius: 3.0
      respawn: 30

    boss_spawn:
      type: WITHER_SKELETON
      name: "Dungeon Boss"
      health: 200.0
      # Boss key drop settings
      drop-key:
        enabled: false
        key-lock-id: "BOSS"
        key-name: "Boss Key"
        key-material: "TRIPWIRE_HOOK"
        give-to-players: true

    wave_spawner:
      waves: 3
      mobs_per_wave: 5
      delay: 10

    loot_chest:
      tier: 1
      chest-type: CHEST
      item-count: 5

    door:
      lock-id: "A"
      locked: true
      consume-key: true

    key_location:
      lock-id: "A"
      name: "Rusty Key"
      material: "TRIPWIRE_HOOK"

🎁 Loot Configuration

loot:
  enabled: true

rewards:
  economy:
    enabled: true
    base-amount: 100
    per-tier-bonus: 50
  experience:
    enabled: true
    base-xp: 50

drops:
  mobs:
    enabled: true
    drop-chance: 0.3
  bosses:
    guaranteed-drops: true
    drop-count: 3

👹 MythicMobs Integration

Spawn custom MythicMobs creatures in your dungeons!

Usage

Prefix mob names with mm: in any spawner marker:

# MOB_SPAWN marker
mob-type: mm:SkeletonWarrior

# BOSS_SPAWN marker
boss-type: mm:DragonLord

# WAVE_SPAWNER marker
mob-types:
  - mm:Zombie
  - mm:SkeletonArcher
  - mm:DarkMage

Requirements

💡 Tip

DungeonForge will fallback to vanilla mobs if MythicMobs isn't installed or the mob isn't found.

⚔️ Elite Mob Types

DungeonForge includes built-in elite mob variants with enhanced stats and special abilities. No external plugins required!

Default Elite Mobs

Elite IDBase TypeSizeSpeedHealthDamageAbility
elite_bruteZombie1.5x0.7x1.5x1.3xKnockback Resistance
elite_assassinSkeleton0.7x1.5x0.8x1.5xSpeed Boost
elite_shamanWitch1.0x1.0x1.2x0.8xRegeneration

Usage

Use elite mob IDs in any MOB_SPAWN or WAVE_SPAWNER marker:

# In marker configuration
mob-type: elite_brute

# Or in wave spawner
mob-types:
  - elite_assassin
  - elite_shaman
  - ZOMBIE

Custom Elite Configuration

Define your own elite mobs in config.yml:

mobs:
  elites:
    elite_tank:
      base-type: IRON_GOLEM
      display-name: "&4Tank"
      size: 1.8
      speed: 0.5
      health-multiplier: 3.0
      damage-multiplier: 0.8
      ability: resistance
    elite_ninja:
      base-type: ENDERMAN
      display-name: "&5Ninja"
      size: 0.9
      speed: 2.0
      health-multiplier: 0.6
      damage-multiplier: 2.0
      ability: invisible

Available Abilities

AbilityEffect
regenRegeneration effect
speedSpeed boost effect
resistanceDamage resistance effect
strengthIncreased attack damage
fire_auraSets attackers on fire
invisibleInvisibility effect
glowGlowing outline effect
knockbackKnockback resistance

🗡️ MMOItems Integration

Add custom MMOItems to loot chests and drop tables!

Usage

Prefix items with mi:TYPE:ID in loot tables:

tier_5:
  items:
    - mmoitem: "SWORD:FLAME_BLADE"
      chance: 0.1
    - mmoitem: "ARMOR:DRAGON_HELM"
      chance: 0.05
    - mmoitem: "CONSUMABLE:HEALTH_POTION"
      chance: 0.3

Marker Configuration

In LOOT_CHEST marker config:

items:
  - "mi:SWORD:LEGENDARY_BLADE"
  - "mi:ARMOR:DRAGON_PLATE"
  - "mi:GEM:FIRE_RUBY"

Requirements

🔌 Other Plugin Integrations

Vault (Economy)

Reward players with money on dungeon completion:

rewards:
  economy:
    enabled: true
    base-amount: 100
    per-tier-bonus: 50

PlaceholderAPI

DungeonForge can register a PlaceholderAPI expansion (disabled by default).

Enable it:

integrations:
  placeholderapi:
    enabled: true

Then restart the server (or run /df reload).

Available placeholders:

PlaceholderDescription
%df_class%Player class name
%df_level%RPG level
%df_xp%Current RPG XP (towards next level)
%df_xp_next%XP required for next level
%df_skill_points%Available skill points
%df_skill_points_spent%Spent skill points
%df_skill_points_total%Total earned skill points
%df_in_dungeon%true/false
%df_dungeon%Current dungeon name (if in run)
%df_instance_time%Current run time
%df_instance_deaths%Deaths in current run
%df_best_time_<dungeonId>%Best time for a dungeon (rank #1)
%df_personal_best_<dungeonId>%Your best time for a dungeon
%df_lb_<dungeonId>_<rank>_name%Leaderboard name at a rank (1 = best)
%df_lb_<dungeonId>_<rank>_time%Leaderboard time at a rank (1 = best)
%df_rpg_enabled%true/false
%df_classes_enabled%true/false
%df_skills_enabled%true/false
%df_hud_enabled%true/false
Note

In leaderboard placeholders, <dungeonId> can be the dungeon ID or the dungeon name (use underscores instead of spaces).

Webhooks

DungeonForge can send JSON webhooks on publish and on run end (disabled by default).

Enable it:

integrations:
  webhooks:
    enabled: true
    urls:
      - "https://your-webhook-url"
    events:
      publish: true
      run_end: true

Citizens (NPCs)

Place Citizens NPCs in dungeons for quests or merchants. NPCs persist in templates and are cloned to instances.

ModelEngine

Apply custom models to mobs spawned by MythicMobs integration. Models display correctly in dungeon instances.

🔑 Permissions

PermissionDefaultDescription
dungeonforge.adminopFull admin access (config, reload, etc.)
dungeonforge.buildopCreate and edit dungeons
dungeonforge.playtrueJoin and play dungeons
dungeonforge.leaderboardtrueView leaderboards (when public)
dungeonforge.partytrueUse party commands

Permission Hierarchy

dungeonforge.admin
  - dungeonforge.build
  - dungeonforge.leaderboard
  - dungeonforge.play
  - dungeonforge.party
💡 Tip

Use a permissions plugin like LuckPerms to manage player access.

🔧 Troubleshooting

❌ Plugin won't load

  1. Check you're running Paper/Spigot 1.16+
  2. Verify Java 16+ is installed: java -version
  3. Check console for error messages
  4. Ensure the JAR isn't corrupted (re-download)

❌ Dungeons won't load/save

  1. Check file permissions on plugin folder
  2. Ensure disk isn't full
  3. Run /df validate <dungeon>
  4. Check console for specific errors

❌ MythicMobs/MMOItems not working

  1. Verify the plugin is installed and enabled
  2. Check mob/item names are correct (case-sensitive)
  3. Use /mm mobs to list available MythicMobs
  4. Use /mi list to list available MMOItems

❌ Players can't join dungeons

  1. Check dungeon is published: /df publish <name>
  2. Verify player has dungeonforge.play permission
  3. Run /df validate <name> to check setup
  4. Ensure START and END markers exist

❓ Frequently Asked Questions

How many dungeons can I create?

Unlimited! There's no hard limit on dungeons. Performance depends on your server resources.

Can multiple parties run the same dungeon simultaneously?

Yes! That's what instancing is for. Each party gets their own isolated copy. You can have unlimited concurrent runs.

Do I need MythicMobs or MMOItems?

No! All integrations are optional. DungeonForge works fully standalone with vanilla Minecraft mobs and items.

Can I share dungeons with other servers?

Yes! Use the pack system:

  • Export: /df pack export <dungeon>
  • Import: /df pack import <file>

What happens if a player disconnects mid-dungeon?

Their inventory is restored (if configured), and they're teleported to the lobby on reconnect. The instance continues if other party members are present.

How do I reset a dungeon instance?

Instances automatically reset when all players leave. For the source dungeon, re-enter edit mode and make changes.

🗺️ Roadmap

DungeonForge is built to feel like a premium dungeon platform, not just a “dungeon plugin”. This roadmap is the vision for where we’re taking it next — bigger content systems, smoother building, and more “MMO server” polish.

⚠️ Roadmap note

Everything here is planned and subject to change. We prioritize stability and server performance first.

✅ Recently Completed (v1.0.8)

  • Featured Dungeons - Weekly rotation system with bonus rewards, admin scheduling
  • Puzzle System - Lever sequences, riddles, pressure plates with rewards
  • Villager NPCs - Healers, shops, buff stations with dungeon coins
  • Dungeon Coins - Roguelike currency earned from kills/chests
  • Puzzle Rewards - Loot drops, door unlocks, mob clears, commands
  • Boss Abilities - Meteor Strike, Lightning Storm, Poison Cloud, Teleport Strike, Ground Slam
  • New Prefabs - Dungeon Pit, Haunted Chapel, Spider Nest, Flooded Crypt, Infernal Pit
  • 🐛 Bug Fix - Puzzles now work correctly in procedurally generated dungeons
  • 🐛 Bug Fix - Villager NPCs no longer spawn stuck in the floor

🚀 Next (core gameplay expansion)

  • Puzzle holograms (floating labels above levers/plates showing order)
  • Triggers & scripting-lite (run actions when conditions are met)
  • Secrets system (hidden rooms, secret triggers, bonus chests, secret score)
  • Doors & keys v2 (UI feedback, party-wide keys, multi-keys, boss keys)
  • Boss mechanics packs (phases, arenas, hazards, adds, telegraphs)
  • Reward pipelines (clear screens, end-of-run chest, party rewards)

✨ Premium future (the “MMO” tier)

  • Dungeon difficulty system (tiers, scaling stats, affix pools per tier)
  • Seasonal leaderboards (speedrun time, deaths, score, secrets found)
  • Replay system (spectator + timeline events + shareable run recap)
  • Dungeon “story mode” (quests + NPC dialogue + branching objectives)
  • Premium cosmetics (titles, auras, kill effects, lobby trophies)
  • Creator marketplace hooks (pack browser, pack metadata, versioning)
  • Party matchmaking upgrades (roles, queue filters, minimum requirements)
  • Analytics exports (run summaries, completion rates, wipe points)
  • More integrations (PlaceholderAPI expansions, Discord, web dashboards)

Want to influence the roadmap?

Join the Discord, share your server goals, and tell us what “premium” means for your community — we build the features that make servers feel legendary.

🏰 DungeonForge

The Ultimate Dungeon Creation System

Made with ❤️ for Minecraft

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