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Manifest entry representing a dungeon room defined by a polygon footprint. Place at least 3 vertices to form the room boundary. Y bounds are derived automatically from the vertices’ Y values (min Y = floor, max Y = ceiling). Overlapping/nested rooms are fully supported — each room fires its onEnter/onLeave triggers independently. Use priority to control enter-order when multiple rooms share the same position.

Room Editing

Use /dungeon room <room> edit to enter the room editor. You receive a hotbar toolbar:
  • Slot 1 — Blaze Rod: Left-click to add a vertex at your target block, Sneak+click to add at your feet
  • Slot 2 — Redstone: Remove the last placed vertex
  • Slot 8 — Lime Dye: Save and apply the room
  • Slot 9 — Barrier: Cancel editing
Colored item displays mark each vertex:
  • Emerald = vertex 1, Amethyst = vertex 2, Diamond = all others
Blue particle lines connect consecutive vertices, and green vertical pillars show the Y extent. Left-click a vertex marker for its coordinates; shift+left-click to remove it. Use /dungeon room <room> addvertex to add via command, /dungeon room <room> removevertexat <index> to remove by index, /dungeon room <room> save to persist, or /dungeon room <room> cancel to discard.

Configuration

dungeon_room
Map
required
Configuration for the dungeon room.