When Dungeons Arise in All the Mods 11

All the Mods 11 0.12.0-beta ships version 2.1.71

Checked Sep 17, 2026All the Mods 11 0.12.0-betaSources: All the Mods 11 0.12.0-beta modlist.json · Modrinth

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Also in 2 other packs →

When Dungeons Arise is a mod in All the Mods 11 0.12.0-beta, where it is version 2.1.71. Adds various elegant -and likely hostile- roguelike dungeons and structures that generate on your worlds! (Summary from the mod's Modrinth page.)

When Dungeons Arise guide for All the Mods 11

Written for All the Mods 11 0.12.0-beta · updated Oct 16, 2026

Last verified for All the Mods 11 v0.12.0-beta on Oct 16, 2026 · text last changed Oct 16, 2026

Also applies to:All the Mons 0.3.0-beta to 1.3.0

Sections
4

3 sections are written for this pack; 1 is shared from another pack's guide.

Every recipe and number here was checked against All the Mods 11 0.12.0-beta, read from the running game on Oct 15, 2026.

What is When Dungeons Arise?

1 part

When Dungeons Arise is a dungeon generator. It gathers a big collection of roguelike dungeons and structures and generates them randomly in your worlds, giving you imposing places to explore and loot.[1]

The mod describes itself as a step away from standard vanilla structures. It currently generates 30+ unique structures, and the dungeons are likely hostile.[1]

The project page mentions palaces where you go looking for precious loot, and hostile airships. Its advice for airships is to land safely after raiding one. Dungeons also generate foes to keep you away from them, so go in prepared.[1]

In this pack

This pack ships When Dungeons Arise 2.1.71. It has been in the pack since 0.12.0-beta or earlier.[2]

How do you get started with When Dungeons Arise?

2 parts

Same as in the All the Mons 1.3.0 guide

When Dungeons Arise adds dungeons and structures that generate on their own in your world. That means your first steps here are about exploring, not crafting.[1]

The mod generates 30+ unique structures at random. They are described as elegant and likely hostile, so expect foes guarding the loot. Go in prepared, especially if you're heading for a palace, and remember to land safely after raiding a hostile airship.[1]

Go looking for structures

The mod has its own advancement tree, whose root reads "Dungeons arise on a brave new world". The advancements under it are mostly "find this place" goals, so they work as a checklist of what you can go hunting for.[3]

  • Some of the places on the list: an Abandoned Temple, a Bandit Village, an Illager Campsite, a Mushroom House and a Lighthouse.[3]
  • More places to find: an Illager Fort, the Shiraz Palace, the Kisegi Sanctuary, the Mining Complex and an Undead Pirate Ship.[3]
  • There is also an advancement for discovering an Infested Temple explorer map.[3]

Know the mod's enchantments

The mod adds enchantments of its own. Knowing what they do helps you decide what to use when you come across them.[3]

  • Discharge: attacking builds up speed, but high levels of speed are discharged in a violent explosion that damages both victim and attacker.[3]
  • Ensnaring: a chance to inflict greater slowness when damaging enemies, and it summons fangs that attack all monsters around them.[3]
  • Curse of Lolth: a chance to regenerate health when attacking, but spiders may sprout from the wielder's body, and damaging an arthropod reflects damage to the wielder.[3]
  • Purification: a chance to negate all incoming poisonous and withering effects, releasing a burst of energy that damages nearby enemies.[3]
  • Voltaic Shot: charges arrows with electrical energy so they fly in a straight line and deliver an explosion.[3]
Watch out: Dungeons generate foes to keep you away, so don't walk into a palace or fort underequipped. Come back once you're ready for the long, dangerous passages.[1]

Unverified The sources here show no crafting recipes that produce this mod's items, no quests that involve it and no config file for it, so there is no craft-this-first order to give.

How does When Dungeons Arise work?

3 parts

When Dungeons Arise is a dungeon generator. It scatters roguelike dungeons and structures across your worlds and fills them with hostile foes, and the project page says it currently generates 30+ unique structures. The sources I have don't show any machines, power or automation for it, so the mechanics worth knowing here are where structures can generate, how the exploration advancements work, and what its enchantments do.[1]

Where structures generate in this pack

The pack rewrites the biome lists that decide where each structure can spawn. For the structures I can see, the tag is set to replace the mod's own list, so the pack's list is the one that counts. That list holds only biomes from AllTheModium: the_other, desert, basalt_deltas, warped_forest, desert_hills and crimson_forest.[4][5][6][7]

The abandoned temple, aviary, bandit towers and bandit village all use exactly that list. So do the bathhouse, Ceryneian hind, coliseum, fishing hut, foundry, giant mushroom and greenwood pub. If you're hunting one of these, look in those biomes.[4][5][6][7][8][9][10][11][12][13][14]

The same list is also set for the Heavenly structures (challenger, conqueror and rider), the illager campsite, the illager fort and the illager windmill, and the infested temple.[15][16][17][18][19][20][21]

The illager corsair and galley, the jungle tree house, Keep Kayra and the Kisegi sanctuary use it too. Add the lighthouse, mechanical nest and merchant campsite to that group.[22][23][24][25][26][27][28][29]

Finally, the mining complex, mining system, monastery, the mushroom house, mushroom mines and mushroom village, and the plague asylum all have the same biomes.[30][31][32][33][34][35][36]

Unverified The biome lists for the scorched mines, Shiraz palace, small blimp, small prairie house, Thornborn towers, Typhon, undead pirate ship and wishing well are set in the pack's generated data files, which the sources here do not show.

Finding structures: advancements

The mod has a set of exploration advancements, all worded as a simple find task. Examples are "Find an Abandoned Temple", "Find the Bandit Towers", "Find a Mining System" and "Visit the Thornborn Towers". The root advancement reads "Dungeons arise on a brave new world".[37]

One advancement is about a map rather than a building: "Discover an Infested Temple explorer map". There is also a combined one for "an Illager Corsair or an Illager Galley", so either ship counts.[37]

Enchantments

The mod adds the following enchantments. These are the descriptions from its own language file.[37]

  • Discharge: attacking enemies builds up speed, but high levels of speed are discharged in a violent explosion that damages both victim and attacker.[37]
  • Ensnaring: gives a chance to inflict greater slowness when damaging enemies, and summons fangs that attack all monsters around them.[37]
  • Curse of Lolth: gives a chance to regenerate health when attacking enemies, but spiders may sprout from the wielder's body. Damaging an arthropod reflects damage to the wielder.[37]
  • Purification: gives a chance to negate all incoming poisonous and withering effects, releasing a burst of energy that damages nearby enemies.[37]
  • Voltaic Shot: charges arrows with electrical energy, so they fly in a straight line and deliver an explosion.[37]
Watch out: Discharge hurts you as well as the target, and Curse of Lolth can spawn spiders and reflect damage back at you. Think before putting either on a weapon you rely on.[37]

How do you progress through When Dungeons Arise?

1 part

When Dungeons Arise has no tier ladder in this pack that the sources can show. What they do show is where its structures are allowed to generate, because the pack rewrites the biome lists for them.[4][5][6]

Where the structures can generate

The pack ships its own biome tag for the abandoned temple, and the file sets replace to true. It lists only biomes from AllTheModium: allthemodium:the_other, allthemodium:desert, allthemodium:basalt_deltas, allthemodium:warped_forest, allthemodium:desert_hills and allthemodium:crimson_forest.[4]

The same list is used for every structure below, so none of them has its own separate biome set. Check this list before you go exploring for a particular structure.[4][5][6][7][8][9][10][11][12][13][14][15]

Unverified The sources here show no quest chapter, no in-pack recipes for this mod's items and no tier breakdown for When Dungeons Arise, so this guide cannot lay out a progression path for it. The biome files for the other structures (illager fort, illager galley, infested temple, Keep Kayra, Kisegi sanctuary and more) were not included either, so their biome lists are not confirmed here.

Sources

  1. When Dungeons Arise project page (modrinth) · official mod data
  2. All the Mods 11 0.12.0-beta mod list · pack file
  3. dungeons_arise names, screen text and descriptions (English lang file) · official mod data
  4. data/dungeons_arise/tags/worldgen/biome/has_structure/abandoned_temple_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  5. data/dungeons_arise/tags/worldgen/biome/has_structure/aviary_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  6. data/dungeons_arise/tags/worldgen/biome/has_structure/bandit_towers_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  7. data/dungeons_arise/tags/worldgen/biome/has_structure/bandit_village_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  8. data/dungeons_arise/tags/worldgen/biome/has_structure/bathhouse_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  9. data/dungeons_arise/tags/worldgen/biome/has_structure/ceryneian_hind_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  10. data/dungeons_arise/tags/worldgen/biome/has_structure/coliseum_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  11. data/dungeons_arise/tags/worldgen/biome/has_structure/fishing_hut_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  12. data/dungeons_arise/tags/worldgen/biome/has_structure/foundry_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  13. data/dungeons_arise/tags/worldgen/biome/has_structure/giant_mushroom_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  14. data/dungeons_arise/tags/worldgen/biome/has_structure/greenwood_pub_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  15. data/dungeons_arise/tags/worldgen/biome/has_structure/heavenly_challenger_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  16. data/dungeons_arise/tags/worldgen/biome/has_structure/heavenly_conqueror_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  17. data/dungeons_arise/tags/worldgen/biome/has_structure/heavenly_rider_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  18. data/dungeons_arise/tags/worldgen/biome/has_structure/illager_campsite_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  19. data/dungeons_arise/tags/worldgen/biome/has_structure/illager_fort_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  20. data/dungeons_arise/tags/worldgen/biome/has_structure/illager_windmill_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  21. data/dungeons_arise/tags/worldgen/biome/has_structure/infested_temple_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  22. data/dungeons_arise/tags/worldgen/biome/has_structure/illager_corsair_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  23. data/dungeons_arise/tags/worldgen/biome/has_structure/illager_galley_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  24. data/dungeons_arise/tags/worldgen/biome/has_structure/jungle_tree_house_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  25. data/dungeons_arise/tags/worldgen/biome/has_structure/keep_kayra_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  26. data/dungeons_arise/tags/worldgen/biome/has_structure/kisegi_sanctuary_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  27. data/dungeons_arise/tags/worldgen/biome/has_structure/lighthouse_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  28. data/dungeons_arise/tags/worldgen/biome/has_structure/mechanical_nest_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  29. data/dungeons_arise/tags/worldgen/biome/has_structure/merchant_campsite_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  30. data/dungeons_arise/tags/worldgen/biome/has_structure/mining_complex_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  31. data/dungeons_arise/tags/worldgen/biome/has_structure/mining_system_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  32. data/dungeons_arise/tags/worldgen/biome/has_structure/monastery_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  33. data/dungeons_arise/tags/worldgen/biome/has_structure/mushroom_house_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  34. data/dungeons_arise/tags/worldgen/biome/has_structure/mushroom_mines_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  35. data/dungeons_arise/tags/worldgen/biome/has_structure/mushroom_village_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  36. data/dungeons_arise/tags/worldgen/biome/has_structure/plague_asylum_biomes.json (generated by All the Mods 11 at load time) · pack recipe dump
  37. dungeons_arise names, screen text and descriptions (English lang file) · official mod data
Where this guide comes from

Written from what All the Mods 11 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 16, 2026.

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Version in each release

1 release, first in 0.12.0-beta
All the Mods 11VersionJarWhere it came from
0.12.0-beta
Oct 15, 2026
2.1.71DungeonsArise-26.1.2-2.1.71-release.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

We can't match this mod to the pack's item list: it registers as dungeons_arise, and the pack's recipe dump has nothing under that name. That means we found nothing, not that the mod adds nothing. Search the item browser

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