World Gen

Roguelike Dungeons Mod Guide: Towers, Floors, Rooms & Loot

Roguelike Dungeons generates massive multi-floor underground dungeons beneath distinctive above-ground towers. Each dungeon descends through five themed floors that grow progressively more dangerous and rewarding, from mossy stone halls to Nether-themed treasure vaults. With procedurally generated layouts, dozens of room types, and mobs that wear increasingly powerful gear the deeper you go, every run demands preparation and rewards persistence.

Overview

Roguelike Dungeons places large procedurally generated underground structures throughout the Overworld. Each dungeon is entered through an above-ground tower, descends through five distinct floors, and terminates in a Nether-themed treasure vault. No two dungeons share the same layout, theme, or room arrangement, though the depth-based difficulty curve remains consistent.

The mod adds no new craftable items or blocks. Instead, it enriches exploration and loot hunting by layering procedural structures on top of vanilla Minecraft. You can browse all mod-added structures and content using the tabs on this page.

Dungeons spawn naturally in the Overworld between Y=60 and Y=100, defaulting to approximately one dungeon per 100 chunks at the default spawn frequency. They are often found near villages. Each dungeon is a self-contained adventure: the deeper you go, the better armored the mobs become, and the richer the chests they guard.

Getting Started

  1. 1

    Gear up before descending

    Roguelike Dungeons are not beginner content. Even the top floor immediately floods with Skeletons, Zombies, and Spiders wearing procedurally generated armor. At minimum, equip Iron Armor with some enchantments and bring a full inventory of Torches, Food, and Arrows before entering. Night Vision Potions are highly recommended since the lower floors are pitch dark.

  2. 2

    Find a tower on the surface

    Towers appear as distinctive above-ground structures. The most common type looks like a two-story house with a spiraling staircase inside leading down to Stone Brick tunnels. Other tower styles include tall slender spires, sandstone pyramids, swamp witch houses, and jungle temples. Each tower style corresponds to a different interior theme for the dungeon's upper floors. Explore the tower itself first — it often contains a Chest with starter loot and basic furnishings.

  3. 3

    Light your path as you explore

    The dungeon branches into three or four pathways from each floor's central staircase. Place Torches on already-cleared corridors to prevent new mobs from spawning in darkness and to mark routes you have already searched. Without lighting, the dungeon's many dead ends and branching paths make it easy to get disoriented. Each floor ends with a mossy Cobblestone staircase leading down to the next level.

  4. 4

    Clear spawners or work around them

    Nearly every room contains one or more Monster Spawners. You can destroy them with a Pickaxe, light them with Torches to deactivate them temporarily, or rush past them to reach the Chest behind them. Rare Enderman and Creeper Spawners are particularly valuable — experienced players sometimes relocate these with a Diamond Dolly from other mods to build mob farms, since they require no power source.

  5. 5

    Locate the staircase to go deeper

    Each floor has exactly one staircase leading to the next floor. The stair room has Glowstone in the ceiling, making it visually distinct from normal corridors. If you find a ravine cutting through a floor, the staircase may be accessible from the ravine wall rather than a standard corridor. The real rewards begin on Floor 3 and scale sharply on Floor 5.

Tower Designs

The tower determines the visual theme of the dungeon's upper floors. Eight tower designs appear in default world generation, each built from a different block palette and architectural style. The tower itself is safe to explore and typically contains a Chest with starter loot, a Crafting Table, a Furnace, and basic furnishings.

The Rogue Tower is the default design, appearing as a rectangular fortified structure. The Eniko Tower generates as a tall, slender mountain spire. The Etho Tower is based on the Death Games hub from MindCrack Season 4. The Pyramid generates as a Desert Temple. The Jungle Tower is a large temple wrapped in vegetation, Logs, and Jungle Foliage. The Witch Tower is a tall swamp dwelling, and the House design appears as a traditional two-story residential building.

Each tower type has a corresponding interior theme. Pyramid towers generate Sandstone and Quartz interiors on the upper floors. House towers generate Oak and Spruce wood interiors. Jungle towers generate mossy, overgrown interiors. The visual language of the tower reliably predicts what the first two floors will look like.

💡Dungeon Density

The spawnFrequency config value (default: 10) operates on an inverse-logarithmic scale. Increasing it produces fewer dungeons; decreasing it produces more. A value of 5 results in roughly four times as many dungeons as the default.

The Five Floors

Every Roguelike Dungeon descends through five underground floors. Floor size increases from Floor 1 through Floor 3, then shrinks again on Floors 4 and 5. Each floor has a distinct visual theme and mob composition. The dungeon layout is generated using either a classic branching algorithm or an MST (minimum spanning tree) maze algorithm, producing different shapes each time.

Floors 1 and 2 — Tower Theme

The top two floors use a theme matching the surface tower. A House tower produces Oak Wood corridors and checkered floors. A Pyramid tower produces Sandstone and Quartz hallways. Mobs on these floors are Skeletons and Zombies wearing Leather and Chainmail Armor, and Spiders. The loot chests here contain basic Tools, Food, Ore, and lower-tier Armor and Weapons.

These floors serve as orientation. The branching corridor system and the sheer number of spawners can overwhelm unprepared players immediately. First-time visitors often retreat after the first floor, gather better gear, and return.

Floor 3 — Crypt or Sewer Theme

Floor 3 switches to a Crypt or Sewer visual theme regardless of the tower above. The Crypt theme is characterized by stone sarcophagi, arched ceilings, and Quartz tombstones placed at each burial niche. Many of these sarcophagi contain both a Skeleton or Zombie Spawner and a paired Armor or Weapons Chest, making Floor 3 one of the most efficient farming floors in the dungeon.

Wizard towers specifically use a Sewer theme on Floor 3, with a different block palette but the same spawner-chest pairing structure. Mobs begin wearing Iron Armor on this floor. Players who gear up here before continuing are better prepared for what lies below.

Floor 4 — Overgrown Temple Theme

Floor 4 uses an overgrown temple aesthetic with traps. Pressure plates trigger falling Sand, Arrow dispensers, or other hazards concealed along corridors. Wither Skeletons and Blazes begin appearing alongside regular mobs. An Enderman Spawner room appears on this floor, decorated with an Obsidian and Quartz checkerboard floor — a valuable find for Ender Pearl farming.

Floor 5 — Nether Theme

The bottom floor transitions to a Nether aesthetic. Nether Brick, Nether Quartz Ore, Obsidian, and Soul Sand appear in the walls and floors. The floor is partially made of Lava in the largest rooms, creating navigational hazards. Temperature-sensitive survival mods will inflict rapid heat damage on this floor, making Speed Potions and Fire Resistance essential.

Floor 5 always includes a dedicated treasure room with eight Chests arranged around a central structure. This is the most reliable high-value loot in the entire dungeon. The chests here are stocked with Enchanted Books, Diamond-tier equipment with multiple enchantments, and stacks of precious Ore and Blocks. Every piece of time invested reaching Floor 5 pays off here.

Floor Progression at a Glance

Floors 1–2

Tower Theme — Basic Mobs

Visual theme matches the surface tower. Leather and Chainmail-armored Skeletons, Zombies, and Spiders. Loot: Tools, Food, Ore, low-tier Armor and Weapons. Largest floor area.

Floor 3

Crypt or Sewer — Iron-Armored Mobs

Stone Crypt or Sewer theme with sarcophagi rooms. Skeleton and Zombie Spawners paired with Armor and Weapons Chests. Excellent farming floor. Mobs begin wearing Iron Armor.

Floor 4

Overgrown Temple — Traps & Special Spawners

Pressure plate traps, Wither Skeletons, Blazes, Endermen. Contains an Enderman Spawner room for Ender Pearl farming. Floor area shrinks.

Floor 5

Nether Theme — 8-Chest Treasure Room

Nether Brick, Obsidian, Nether Quartz Ore, Soul Sand, Lava floors. Diamond-tier enchanted loot. Always contains a dedicated 8-chest treasure vault. Smallest floor, highest reward.

Room Types

Roguelike Dungeons generates a large variety of themed rooms across its floors. Rooms are classified as Random (weighted chance to appear), Single (appears once per dungeon), or Secret (hidden behind corridor walls). Here is what each major room type contains and what to expect from it.

Combat Rooms

The Blaze Room is an obsidian-encased chamber built over a pool of Lava with a Blaze Spawner suspended above it. Structural columns and fire features line the walls. Surviving the Blazes here is lucrative because the room always contains Chest loot on the surrounding ledges. Approach with Fire Resistance.

The Crypt Room generates sarcophagi along each wall. Each sarcophagus has a 20% chance to contain a Skeleton or Zombie Spawner alongside an Armor or Weapons Chest. In a single Crypt Room, players can encounter five or six Spawner-Chest pairs simultaneously — an overwhelming first encounter, but incredibly rewarding once cleared.

The Obsidian Room is one of the largest combat chambers. It contains multiple Spawners positioned around a central structure with lava windows, and generates Weapons, Armor, and Ore Chests tucked into alcoves throughout. The Ender Room deploys an Enderman Spawner on an Obsidian and Quartz checkerboard floor, making it the best location in the dungeon to farm Ender Pearls. The Spider Nest fills its chamber with Cobwebs and Cave Spider Spawners.

The Ossuary room decorates its walls with Skeleton and Wither Skeleton Skulls, with a 1-in-15 chance for any skull to be a Wither Skull. The Creeper Den concentrates Creeper Spawners; it is rare but produces an extremely explosive clearing experience. The Prison holds jail cells containing Skeleton and Zombie occupants.

Utility Rooms

The Enchanting Room contains an Enchanting Table surrounded by Bookshelves and specialized Enchanting Chests that hold Enchanted Books and Experience Bottles. The Lab Room provides Brewing Stands stocked with potion ingredients. The Library Room builds tall Bookshelf walls around reading desks. The Smithy Room, a secret room, contains Anvils and smelters alongside a Smithy Chest with a tempered blade and raw materials.

The Storage Room generates Supplies and Blocks Chests stacked with Seeds, Saplings, and building materials. The Dining Room creates a table with surrounding chairs and a Food Chest. The Treetho Room is one of the largest rooms in the dungeon, featuring a high-ceilinged open space with planted Birch Saplings.

Secret Rooms

Secret rooms generate behind corridor walls when space permits and are not directly accessible from main pathways. The Bedroom is the most useful starter secret room: it contains Beds and Starter Chests with initial gear and the in-game guide book. The Firework Room launches Fireworks from dispensers. The Smithy secret room provides Anvil access and is one of the easiest places to repair gear mid-dungeon. The Pit drops a vertical shaft toward Bedrock.

⚠️Traps on Floor 4

Floor 4 corridors contain Pressure Plates linked to Arrow dispensers and falling Sand traps. Walk along corridor edges rather than the center, and crouch to inspect unusual floor patterns before stepping on them. The Fire Room on this floor places open Lava channels behind Iron Bar windows — visually striking but hazardous if you fall through a gap.

Loot System

Chests throughout the dungeon are assigned one of 14 loot types. The type determines what category of item the chest contains. A chest's quality scales with dungeon depth — the same Armor Chest on Floor 1 yields Leather and Chainmail pieces, while on Floor 5 it yields Diamond pieces with multiple enchantments.

The Starter Chest type, found in the Bedroom secret room, provides an initial gear set plus the in-game guide book. The Smith Chest contains a tempered blade and supporting ore, making the Smithy room extremely valuable for players who find it early. The Reward Chest is a single high-value chest placed at the center of the Reward Room — its contents use the dungeon's maximum difficulty level regardless of which floor it appears on.

Chest Types and Contents

ARMOURArmor piece + consumables
WEAPONSSword, Bow, or Axe + consumables
ENCHANTINGEnchanted Books + XP Bottles
SMITHTempered blade + raw Ore
OREStacked Ore (Iron, Gold, Diamond)
BLOCKSStacked building blocks
TOOLSPickaxe or Shovel + Ore
POTIONSPotion stacks
BREWINGBrewing Stand supplies and ingredients
FOODFood stacks
SUPPLIESSeeds, Saplings, miscellaneous items
MUSICMusic Discs
REWARDMaximum-difficulty loot (single chest per Reward Room)
STARTERInitial gear set + guide book (Bedroom secret room)

Spawners and Mob Progression

Every spawner in the dungeon uses one of twelve predefined mob categories: Creeper, Cave Spider, Spider, Skeleton, Zombie, Silverfish, Enderman, Witch, Lava Slime, Blaze, Slime, and Zombie Pigmen. Spawners are assigned to room types thematically — Blaze Spawners appear in the Blaze Room, Enderman Spawners in the Ender Room, and so on — but general corridor spawners can generate any standard mob type.

Mobs spawn with procedurally generated equipment. The quality of that equipment scales with dungeon depth: Leather and Chainmail Armor on Floors 1 and 2, Iron Armor on Floor 3, Gold and Diamond-tier on Floors 4 and 5. Weapon quality follows the same depth curve, meaning a Skeleton on Floor 5 might carry an enchanted Diamond Sword in addition to its Bow.

Wither Skeletons appear naturally on Floor 4 and below without needing a Nether portal. Blazes also spawn on Floors 4 and 5 outside of their dedicated room. This means standard Overworld gear becomes insufficient around Floor 3, and Fire Resistance Potions become almost mandatory by Floor 4.

Dungeon Themes

Each dungeon floor uses a primary and secondary theme to determine its block palette. The mod supports 35 distinct themes including Oak, Spruce, Crypt, Mossy, Muddy, Nether, Sandstone, Quartz, Snow, Jungle, Brick, Dark Oak, Ice, Ender, Mineshaft, Pyramid, Sewer, Purpur, Terracotta, Stone, and several community-contributed designs named after content creators (Eniko, Etho). Themes affect walls, floors, stairs, pillars, and secondary accent blocks throughout every room and corridor.

Custom dungeon settings can define which themes apply to which floors using JSON files placed in the config folder. This allows server administrators and modpack designers to restrict dungeons to specific biomes, dimensions, or block palettes. The Ender theme uses an Obsidian-heavy palette and is associated with deep floor generation. The Hell theme uses Netherrack and soul materials, appearing primarily on Floor 5.

ℹ️Mod Compatibility: Cross-Mod Loot

If other mods are installed, Roguelike Dungeons can incorporate their items into chest loot. Items from other mods are distributed by value tier — higher-value mod items appear on deeper floors. This means a dungeon running alongside Thaumcraft or Tinkers Construct will generate their materials in the appropriate chests at the appropriate depths.

Configuration Options

The mod generates a configuration file at config/roguelike_dungeons/roguelike.cfg on first load. All settings can be adjusted without restarting the game since the file is re-read on demand. Advanced dungeon settings (themes, loot rules, room weights) use JSON files in config/roguelike_dungeons/settings/.

Key Config Settings (roguelike.cfg)

doNaturalSpawntrue — Enable or disable natural dungeon generation
spawnFrequency10 — Inverse-log scale; lower = more dungeons
spawnChance1.0 — Additional probability multiplier per eligible chunk
lowerLimit / upperLimit60 / 100 — Y-range for dungeon entrance spawning
encasefalse — Adds protective shell to prevent cave/ravine interference
generoustrue — Enables Brewing Stands, Ender Chests, Enchanting Stations, Anvils in utility rooms
preciousBlockstrue — Allows Diamond, Gold, and Lapis Blocks to generate as floor decorations
furnituretrue — Generates Beds, Crafting Tables, and other furniture in appropriate rooms
looting0.085 — Probability scale for mob equipment drops
rogueSpawnerstrue — Use the mod's custom spawner control system
dimensionWL0 — Whitelist of dimension IDs where dungeons generate (default: Overworld only)
randomfalse — Enable for absurdly random generation (ignores all theme coherence)
💡Fix Dungeons Cut by Ravines

Set encase=true in roguelike.cfg to add a protective stone shell around generated floors. This prevents ravines and caves from slicing through dungeon rooms. Note that it also buries any surface-level access points, so you will need to dig down to the tower entrance rather than walking into it.

Advanced: Custom Dungeon Settings

Dungeon behavior can be customized per biome, dimension, or named profile using JSON settings files placed in config/roguelike_dungeons/settings/. Each settings file can define a custom tower type, room weights, loot rules, spawner compositions, themes per floor level, and generation criteria. Files support inheritance so a custom profile can extend a built-in one and only change specific fields.

Floor layouts support two generator types: CLASSIC (the default branching algorithm) and MST (minimum spanning tree, which produces more maze-like floor plans). Each floor level (0 through 4) can be assigned a different generator, room count array, range, and scatter distance. A wider scatter value produces longer hallways between rooms; a lower value creates dense, room-packed floors.

Spawner definitions can reference any entity ID testable with /summon, including mob IDs from other installed mods. Each spawner entry supports a weight for weighted random selection, custom equipment toggles, and NBT data attributes. This allows modpack designers to create themed dungeons where specific mods' enemies populate specific floor levels.

FAQ

How do I find a dungeon?

Dungeons generate naturally throughout the Overworld at default frequency. Look for towers on the surface — they appear as houses, fortified structures, pyramids, tall spires, or jungle temples rising above normal terrain. They are often found near villages. If you are struggling to locate one, reduce spawnFrequency in roguelike.cfg to a lower value such as 5 to increase density. You can also use the /roguelike command (if the mod supports it in your version) to force-generate a dungeon at a specific location.

Why is the dungeon cut in half by a ravine?

By default, dungeon generation does not prevent caves and ravines from intersecting it. This is a known issue players encounter frequently. Set encase=true in roguelike.cfg to generate a protective stone shell around dungeon rooms that blocks caves and ravines from cutting through them. The shell is thick enough to survive even large ravines directly adjacent to dungeon walls.

Can I disable dungeons in the Nether or other dimensions?

Yes. By default, dungeons only generate in dimension 0 (the Overworld). The dimensionWL config key controls which dimension IDs allow dungeon generation; add other dimension numbers there to enable dungeons in those dimensions. Use dimensionBL to blacklist specific dimensions from generation. Custom settings files can also set biome or dimension criteria for individual dungeon profiles.

Do the spawners keep working after I clear a floor?

Yes. Monster Spawners in Roguelike Dungeons behave like standard vanilla Spawners — they remain active as long as the chunk is loaded and a player is within 16 blocks. Placing Torches within 8 blocks of a Spawner deactivates it by keeping the light level too high for mobs to spawn. To permanently disable a Spawner without destroying it, surround it with Torches. To destroy it, mine it with a Pickaxe (it drops nothing). Relocating Spawners requires a compatible mod like Diamond Dolly.

What is the best floor for farming loot?

Floor 3 (Crypt theme) offers the best ratio of effort to reward for farming. Each Crypt Room contains multiple Spawner-Chest pairs that respawn continuously. Set up a safe area near one Crypt Room, light the hallways to control spawning, and farm the two or three spawners in that room. Floor 5 has the richest single loot event — the 8-chest treasure vault — but requires surviving Floors 1 through 4 to reach. For pure mob-drop farming, the Enderman Room on Floor 4 is the premier target.

Does Roguelike Dungeons work with other dungeon mods?

Generally yes. Roguelike Dungeons is widely compatible with other mods and is included in major modpacks including RLCraft and GregTech: New Horizons. It integrates passively with installed mods by incorporating their items into chest loot. Compatibility issues are rare and typically limited to mods that drastically alter world generation. Fnar's Edition is a popular community fork that adds further configuration options and additional dungeon types if the default feature set feels limiting.

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