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Dungeon Events 3.10.0

$25.00
   (10 reviews)
Message added by Martian,

The dungeon just got wilder! Animals can now be added to dungeon runs, bringing more danger, chaos, and variety to every raid. Configure them per tier and make your players face more than just NPCs and turrets.

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  • Update details
    v3.10.0
    Released
    Download size494.21 kB
    Total versions95
    Time between versions 50 days
    Typical update pace About every 7 days
    Freshness Updated today

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Recommended Comments



Tage2

Posted

Am I understanding this properly?  Right now, the plugin generates a portal, which players enter, and that takes them to the dungeons.  The dungeons themselves are spawned ... where, exactly?  up in the sky?  Trying to get a grip on this before we purchase. I had asked about fixed spawn points which would apply IF the dungeons spawn at ground level (like raidable bases does).   If it's elsewhere (like up in the sky), not at ground level on the map, for instance, then I wouldn't care about the custom spawn points.   

How hard is it to set up custom loot?  We use Better Loot, for instance, right now.   Is it entirely just edit the jsons?

Teastick

Posted

On 7/7/2026 at 12:56 AM, Tage2 said:

Am I understanding this properly?  Right now, the plugin generates a portal, which players enter, and that takes them to the dungeons.  The dungeons themselves are spawned ... where, exactly?  up in the sky?  Trying to get a grip on this before we purchase. I had asked about fixed spawn points which would apply IF the dungeons spawn at ground level (like raidable bases does).   If it's elsewhere (like up in the sky), not at ground level on the map, for instance, then I wouldn't care about the custom spawn points.   

How hard is it to set up custom loot?  We use Better Loot, for instance, right now.   Is it entirely just edit the jsons?

yes the dungeons spawn in the sky bud , loot setup is simple using the config , cant help with better loot sorry i dont use it 

Martian

Posted

On 7/1/2026 at 10:02 PM, laodu said:

Our server has around 850 monthly active players, with about 70-90 daily active online players. I wouldn't dare claim that our server has enough influence to get the author's attention, but the issues we discover are certainly more authoritative than those found by many other servers. Many months ago, regarding the issue where explosions could not deal damage to NPCs, we gave feedback to the author for several months without finding the cause. Later, it was our players who discovered the problem, and it was finally resolved by setting the dungeon generation height to 0 meters or underground (-180 meters). A few months later, I proactively suggested again, hoping the author would support this feature. But unfortunately, the author did not heed the suggestion! The source of inspiration for this solution: https://codefling.com/plugins/dungeon-bases, thanks to Fruster, because he also solved this problem in the same way.

I’m already working on this and plan to include it in an update later this week.

Super Xero

Posted

does this support npcspawn npcs?

Martian

Posted

On 7/15/2026 at 5:13 PM, Super Xero said:

does this support npcspawn npcs?

No, not currently. DungeonEvents uses its own NPC spawning and AI system, so it does not rely on or integrate with the NpcSpawn plugin.

Martian

Posted

On 7/1/2026 at 10:02 PM, laodu said:

Our server has around 850 monthly active players, with about 70-90 daily active online players. I wouldn't dare claim that our server has enough influence to get the author's attention, but the issues we discover are certainly more authoritative than those found by many other servers. Many months ago, regarding the issue where explosions could not deal damage to NPCs, we gave feedback to the author for several months without finding the cause. Later, it was our players who discovered the problem, and it was finally resolved by setting the dungeon generation height to 0 meters or underground (-180 meters). A few months later, I proactively suggested again, hoping the author would support this feature. But unfortunately, the author did not heed the suggestion! The source of inspiration for this solution: https://codefling.com/plugins/dungeon-bases, thanks to Fruster, because he also solved this problem in the same way.

Thanks for the detailed report and for pointing me toward the underground approach.

I've added proper negative-height support now. Setting `Dungeon Height` to a negative value such as `-180` will create the dungeon below terrain instead of snapping it back to the surface.

Underground mode also handles the Rust terrain protection issue that was killing players below the map, and InsideTerrain violations are ignored while a player is actually inside a spawned underground dungeon. This prevents the terrain death / anti-hack kick problem when using underground dungeons.

I also made sure the garage-door damage protection in this update doesn't block explosion or heat damage, so explosives can still damage dungeon NPCs as intended.

Martian

Posted

3.10.0 - What's New

  • Added custom portal spawn locations for Auto Spawn and Purchased Dungeons.
  • Added admin commands to add, remove, and list custom portal spawn locations.
  • Added underground dungeon generation. Negative `Dungeon Height` values, such as `-180`, now place dungeons below terrain.
  • Added the `/dungeons` admin chat command and `dungeons` console command to list all active dungeons with tier, grid, origin, current state, player count, and owner when applicable.
  • Added automatic stuck detection and local recovery for dungeon scientists when movement is blocked by dungeon geometry.
  • Fixed players being able to damage dungeon NPCs through garage doors or walls by shooting exposed hands, weapons, or other clipped parts. Direct player damage now requires a clear line to the NPC's body.
  • Fixed NPCs remaining permanently stuck behind walls after repeatedly failing to reach a movement target.
  • Fixed stale cached entity IDs when dungeon doors are removed after a dungeon is cleared.
  • Reworked dungeon entity detection to use indexed Network IDs instead of repeatedly scanning every entity in every active dungeon from frequently called hooks.
  • Changed runtime dungeon entity collections to hash-based lookups for faster membership checks.
  • Batched dungeon entity cache writes instead of reading and rewriting the cache file for every entity spawned.
  • Reduced unnecessarily aggressive custom turret and NPC update rates.
  • Staggered NPC and animal update start times to reduce synchronized frame spikes in large dungeons.
  • Reduced player target rescans performed by dungeon scientists.
  • Removed avoidable allocations from nearby-NPC alerting and dungeon-clear entity checks.
  • Renamed the Dungeon Height config label to document terrain and underground behavior. Existing configs using the old key are migrated automatically and keep their current value.
  • Love 2
Stark

Posted

On 7/1/2026 at 9:02 PM, laodu said:

"Our server has around 850 monthly active players, with about 70-90 daily active online players. I wouldn't dare claim that our server has enough influence to get the author's attention, but the issues we discover are certainly more authoritative than those found by many other servers."

Bro relax. Your server ain't more important than anyone else's.

"We wouldn't dare say our server has enough influence..." then goes and says "Our discovered issues are more important than those found by other servers."

Stay humble.

Stark

Posted

What is the command to set custom portal spawns? 

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