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Posted

I am on 1.22.2, but the map was generated 1.22.0, so I may need to regen my map, but as it is I have maybe 5 of these within a 4000 block radius of my spawn (which also ended up being a starter location).

2026-05-06_08-20-49.jpg.2be588d6da84f5f7e3d10f966497ed17.jpg

I won't show pictures of the layout to avoid spoilers for people who haven't seen one yet, but imo...it has some pretty OP stuff for a fresh spawn. I'll put it in a spoiler tab for those..

Spoiler

Charcoal, lanterns, clothes, gears, ores, minerals, etc. In terms of defence, I saw a couple of drifter and a bowtorn but other than that it's effectively free to walk around in without a threat.

Is this perhaps the basis of the new dynamic dungeons? Either way, there seems far far too many of them spawning close to me but I could have just lucked out on the woldgen.

 

Posted

Is that the new procedural dungeon? If so, don't know about the overall spawn frequency but what I do know is that it currently only has a tiny handful of design variations. More are meant to come before 1.23 but for now is basically just a PoC template.

Posted
24 minutes ago, Rainbow Fresh said:

Is that the new procedural dungeon?

No idea if it's the beginning of the dynamic dungeons or not, I know they've been knocked back a version so assumed there would be nothing related to it in 1.22 world gen. 

24 minutes ago, Rainbow Fresh said:

If so, don't know about the overall spawn frequency but what I do know is that it currently only has a tiny handful of design variations. More are meant to come before 1.23 but for now is basically just a PoC template.

It could just be my world gen, but I've got tons of them (5 seems a lot) and considering the loot you can get, and that it's not guarded in any way, it just feels like these should spawn one every 10k block radius (in a default world) so be much more rare.

That said 1.22 is definitely a lot easier (certainly for me, who started on 1.20) with early game struggle a thing of the past for anyone but a new player. I like the lore, there's lots I like about 1.22 (except for the multitude of bugs, which is fine.. the game is still in development), but if it's going to start generating such easy loot I might need to switch to the Homo Sapiens world gen.

Posted
36 minutes ago, Broccoli Clock said:

Is this perhaps the basis of the new dynamic dungeons?

34 minutes ago, Rainbow Fresh said:

Is that the new procedural dungeon?

This is the new procedural dungeon. Currently there's just one, with frankly quite repetitive contents and layout.

 

40 minutes ago, Broccoli Clock said:

I am on 1.22.2, but the map was generated 1.22.0, so I may need to regen my map, but as it is I have maybe 5 of these within a 4000 block radius of my spawn (which also ended up being a starter location).

I'm not aware of significant changes from 1.22.0 to 1.22.2 in regards to the dungeons. They can be very easy to find sometimes, but a lot depends on whether you get a lot of flat areas - veryflat is the only landform where they can generate, and it takes up about 6% of world surface if I recall correctly.

 

46 minutes ago, Broccoli Clock said:

[...] it has some pretty OP stuff for a fresh spawn.

To be honest, I have no idea what loot should be considered appropriate and have no clue what the dev stance on it might be, but it does seem like it can allow to skip some parts of early progression while posing little to no threat. And it's not claimed, so you can pick up a few interesting things. I wouldn't mind if it was even maybe slightly more valuable, if it was actually risky to explore, because as it stands it's almost incomparably more worthwhile than regular ruins tend to be.

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Posted
35 minutes ago, MKMoose said:

This is the new procedural dungeon. Currently there's just one, with frankly quite repetitive contents and layout.

35 minutes ago, MKMoose said:

I'm not aware of significant changes from 1.22.0 to 1.22.2 in regards to the dungeons. They can be very easy to find sometimes, but a lot depends on whether you get a lot of flat areas - veryflat is the only landform where they can generate, and it takes up about 6% of world surface if I recall correctly.

I guess from that the new dungeon just got added to "the things that can be generated", rather than the world gen being changed.

35 minutes ago, MKMoose said:

To be honest, I have no idea what loot should be considered appropriate and have no clue what the dev stance on it might be, but it does seem like it can allow to skip some parts of early progression while posing little to no threat. And it's not claimed, so you can pick up a few interesting things. I wouldn't mind if it was even maybe slightly more valuable, if it was actually risky to explore, because as it stands it's almost incomparably more worthwhile than regular ruins tend to be.

I found my first one on day 3, in it were a full copper lantern, an absolute ton of things storage crates (some empty some not), charcoal (and the new "wetter" variant), gears, tons of rot, a barrel... I could go on.

Not sure if that is appropriate and like you not sure on the dev's position, but for most players those things will advance the early game quite considerably.

My main question is more the number of them, than then existing. There's always been ruins and there's always been pretty op stuff in those ruins, but it was a toss up as to what you'd get and in turn not every ruin had something in it. In my current world gen, and this could be just random luck, or there could be lots. I just don't know, hence the topic.

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Posted
3 hours ago, MKMoose said:

it does seem like it can allow to skip some parts of early progression while posing little to no threat. [emphasis added]

Throw a bell in there.   That'll up the threat level a wee little bit.

  • Haha 4
Posted
5 hours ago, Broccoli Clock said:

My main question is more the number of them, than then existing. There's always been ruins and there's always been pretty op stuff in those ruins, but it was a toss up as to what you'd get and in turn not every ruin had something in it. In my current world gen, and this could be just random luck, or there could be lots. I just don't know, hence the topic.

They're supposed to occur roughly every 1500 blocks or so--not incredibly common but not as rare as you'd think. That being said, they can still end up spawning rather close to each other, as there's a pair on my friend's server that are only a couple hundred blocks apart. Overall, I'd say you've gotten a bit lucky on the RNG and had an extra dungeon or two spawn.

 

7 hours ago, Broccoli Clock said:

I won't show pictures of the layout to avoid spoilers for people who haven't seen one yet, but imo...it has some pretty OP stuff for a fresh spawn.

It depends on what generated in the dungeon. The loot is definitely a bit better than the average ruin you'll run across, but nothing terribly game-breaking. Keeping in mind that the player does kind of need a pickaxe to clear the door in order to enter, in addition to actually needing to find one of these places first, so I'd say it balances out. Most of the stuff I've found in them, in terms of resources, the player can acquire themselves easily enough in the early-mid game, so it's stuff that feels rather nice to find, but not so nice that players will depend on dungeon RNG instead of typical progression.

Posted (edited)
On 5/6/2026 at 6:15 PM, Broccoli Clock said:

No idea if it's the beginning of the dynamic dungeons or not, I know they've been knocked back a version so assumed there would be nothing related to it in 1.22 world gen. 

They weren't really knocked back a version, just that expansions to the system were. This ruin is currently the only type of dynamic dungeon in the game, made as both something of a proof of concept, though also something intended to be in the game at this point.
We know there are larger expansions planned for them though, in the 1.22._ patch with other shelved 1.22 content as well as in future updates.

Edited by ifoz
Posted
On 5/6/2026 at 10:53 AM, LadyWYT said:

player does kind of need a pickaxe to clear the door in order to enter

According to folks on Reddit, the door can be broken with bare hands. I suspect that is an oversight. If a pickaxe was actually required my sense is that the current loot would be fine, but allowing a lucky player to score a healthy collection of of barrels, pottery, gears, metal scraps, rot, torch holders, and various containers on May 1 is excessive. 

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Posted
14 minutes ago, williams_482 said:

According to folks on Reddit, the door can be broken with bare hands. I suspect that is an oversight. If a pickaxe was actually required my sense is that the current loot would be fine, but allowing a lucky player to score a healthy collection of of barrels, pottery, gears, metal scraps, rot, torch holders, and various containers on May 1 is excessive. 

Maybe. I'll need to check the ruin more thoroughly next time I run across one. In my experience though, the door is already open but the entry is blocked by drystone, which I'm not sure can be broken by hand.

Posted
6 minutes ago, LadyWYT said:

Maybe. I'll need to check the ruin more thoroughly next time I run across one. In my experience though, the door is already open but the entry is blocked by drystone, which I'm not sure can be broken by hand.

Reddit post here. The drystone block is an effective barrier (and says pretty clearly that you aren't supposed to be able to enter without a pick), but it only blocks the open door. The closed door right next to it is exposed. 

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