guess I'll drop in a suggestion again.
I've played with several dungeon mods through the minecraft versions, and now I'd like to see a dungeon mod that pretty much combines them all.
the mod would generate a world generation building pretty rare in the world, like roguelike dungeons. it'd be an abandoned building, which resembles either a tower or a castle.
inside the building there's increased monster spawning with some very simple loot, but there's no monster spawners and at the bottom of the building you'll find a portal that you need to activate.
when activated the portal will take you to a new dimension, just like runic dungeons. in this new dungeon you start in 1 room, and that's everything that is currently generated in that world.
you'll not be able to exit this room, but if you try you'll be teleported back in, and if you manage to get too far from the room, you'll die.
in this room you'll be given 1 key, and there are 4 doors in the room aswell. you can unlock 1 door with that key, and the moment you do that, a new room is generated from that moment.
this means you're not able to cheat the mod by either forcefully breaking open the door or get swarmed by a million monsters already generated before you opened the room.
each room can be a different size (I don't know if any of you know the game the Binding of Isaac: Afterbirth, but the room generation would be similar to that) in this room you'll find several monster spawners, several doors and traps that'll make it difficult for you to clear it, and your objective is to find the next key to open the next door. the key can be found in a hidden chest, and the moment you open that chest, the room is cleared. when this happens all the monster spawners will disappear, along with any generated monster, but the traps remain. with this you're not able to easily grind rooms for monster drops and you'll also not be able to pick up or break the monster spawners.
you'll also find several treasure chests in the rooms with loot, but just like roguelike dungeons, this mod will generate a dungeon with floors, and the lower you go with each floor, the more difficult each room will become, with stronger monsters and more dangerous traps, but with better treasures.
and just like better dungeons, this mod will spawn unique types of monsters, perhaps even new type of monsters, and it'll also generate special types of unique items that can be used in the dungeon dimension to clear the rooms.
Take all the different dungeon mods out there and throw then into one. I like it.
By taking the dungeon dimension off of Runic Dungeons' grid, you've opened the possibility for rooms that aren't just squares with doors on each side- some rooms could be long hallways, or large arenas, or even span multiple floors; and as they not need not connect to their neighbors in the grid, you could have rooms with two exits, or just one, none at all, or even rooms that could act as a central hub with a multitude of exits, not unlike that Dimensional Dungeons mod a few versions back. Some rooms would have exits to the floor below (or, if a vertical shaft generates there, several floors below)... I like how this neatly prevents the long, straight corridors that I, at least, cleared out when I messed with Runic Dungeons a while back. And if most of the rooms have only one exit or are dead ends, you'd encourage people to branch off of the path they clear and create their own twisting maze. I like where this is going.
Idea: Some rooms have puzzles or bosses that can only be cleared using items found in
other rooms. Maybe just spawn these dungeons for players with the key in their inventory, or do something like Botania's relics and track whether the player has received the key in the past, or perhaps have these rooms return an ordinary dungeon key without clearing them and let the player find the key specific to that dungeon elsewhere. In the third case, it's not like they'd need to solve the puzzle right then and there; with the free key they could go on and explore other dungeons at their leisure. Maybe the special key and the special room would be needed to advance to the next floor. At least on some floors. Hmm.
Either that, or abandon the idea of a 'floor' entirely and have room weighting (i.e. how often each room comes up), mob difficulty, loot tables, etc. scale smoothly with Y-level. Then some rooms could just step down a block or two, while others could be massive drops, sending the player into a level they're totally unprepared for. Ideally, that would all be configurable server-side, so anyone who wanted to create a modpack with super-customized dungeons could do so. There'd have to be some in-game way to build a template of a dungeon with some kind of placeholder blocks for the doors (perhaps with Exit and Entrance/Exit variations, usable on walls, floors, and ceilings) and a command that would scan around the player, find the smallest bounding box around them with blocks on all sides but empty space around it, check that there's at least one valid Entrance/Exit door and all the other doors are indeed valid doors and that the room itself it sealed and there's exactly one key in it somewhere, and cut out the whole room and dump it in a schematic file somewhere.
Maybe instead of putting the key in a chest, there could be a key block that gives a key when right-clicked. There could be variants of it that require the player to, for example, kill all nearby mobs, or fake variants that zap the player or spawn a mob or any number of nefarious things.
There'd probably also be need for some blocks that spawn mobs instantly when the room is spawned. It could be a random number of random mobs in random locations, or a single specified mob right in the location of the spawner. Creeper in your face!