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Markers

Puzzle Markers

DungeonForge · 1.2.0

Puzzle markers create interactive challenges that players must solve to progress. DungeonForge supports three puzzle types plus doors and keys.

🎯 How Puzzles Work

Place PUZZLE markers in your dungeon, configure them with the wand (INFO mode), and group related markers together using the same Group ID. Players solve puzzles by interacting with elements in the correct order.

Puzzle Types

🎚️ Lever Sequence Puzzle

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Players must activate levers or buttons in the correct order.

How Players Solve It:
  1. Find all levers in the puzzle group
  2. Activate them in the correct sequence (1, 2, 3...)
  3. Progress is shown in the action bar: &a2/4 &7- &e2 more!
  4. Wrong order = damage + reset (if configured)
Configuration Options:
Option Default Description
Puzzle Type LEVER_SEQUENCE Set to Lever Sequence
Group ID (auto) Links multiple levers as one puzzle
Sequence Order 0 Position in sequence (0=first, 1=second, etc.)
Fail Damage 2.0 Hearts of damage on wrong order
Reset on Fail true Reset progress when wrong lever pulled
Hint Enabled false Show hint text to players
Hint Text (empty) Custom hint message
Time Limit 0 Seconds to complete (0 = no limit)
💡 Design Tip

Place visual clues near each lever! Use signs, item frames with numbered items, colored wool, or paintings to hint at the order. Players love puzzles they can figure out!

❓ Riddle Puzzle

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Players must answer a riddle correctly by typing in chat.

How Players Solve It:
  1. Right-click the riddle trigger (book, lectern, or observer block)
  2. Riddle text appears in chat with a title screen
  3. Type the answer in chat (case-insensitive)
  4. Type skip to give up
Configuration Options:
Option Default Description
Puzzle Type RIDDLE Set to Riddle
Riddle Text (required) The riddle question shown to players
Riddle Answer (required) Correct answer (case-insensitive)
Hint Enabled false Show a hint after the riddle
Hint Text (empty) Hint to help players
Example Riddles:
Riddle: "I have cities, but no houses. I have mountains, but no trees. I have water, but no fish. What am I?"
Answer: "map"

Riddle: "The more you take, the more you leave behind. What am I?"
Answer: "footsteps"

⬛ Pressure Plate Puzzle

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Players must step on pressure plates in the correct sequence.

How Players Solve It:
  1. Find all pressure plates in the puzzle
  2. Step on them in the correct order
  3. A note sound plays for each correct step
  4. Wrong plate = damage + reset
Configuration Options:
Option Default Description
Puzzle Type PRESSURE_PLATE Set to Pressure Plate
Group ID (auto) Links multiple plates as one puzzle
Sequence Order 0 Position in sequence
Fail Damage 2.0 Damage on wrong plate
Reset on Fail true Reset progress on mistake
🎨 Design Ideas

Use different colored blocks under each plate, or place symbols/paintings nearby. Create a pattern players must follow!

Puzzle Rewards

When a puzzle is completed, players receive a reward. Configure the reward type in the marker settings:

Reward Type Description
LOOT_DROP Drops loot items at the puzzle location (configurable tier)
DOOR_UNLOCK Unlocks a door with the specified Lock ID
MOB_CLEAR Kills all mobs in the room
COMMAND Runs a custom command (use {player} placeholder)

Setting Up a Lever Puzzle (Step-by-Step)

  1. Enter edit mode: /df edit <dungeon>
  2. Get your wand and switch to MARKER mode
  3. Place a PUZZLE marker at each lever location
  4. Switch to INFO mode and right-click each marker to configure:
    • Set Puzzle Type to "Lever Sequence"
    • Set the same Group ID for all levers (e.g., "lever_puzzle_1")
    • Set Sequence Order: 0 for first, 1 for second, etc.
    • Configure reward on the FIRST marker in the sequence
  5. Place actual lever blocks at each marker location
  6. Add visual clues (signs, colors, symbols) to hint at the order

Doors & Keys

🚪 DOOR Marker

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Creates a locked door that requires a key to open.

Configuration Options:
Option Default Description
Lock ID A ID that matches with KEY_LOCATION
Consume Key true Remove key from inventory when used
Locked true Whether door starts locked

Doors block passage until the matching key is collected or a puzzle unlocks them.

🔑 KEY_LOCATION Marker

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Places a collectible key that unlocks matching doors.

Configuration Options:
Option Default Description
Lock ID A ID that matches with DOOR marker
Key Name Dungeon Key Display name of the key item
Key Material TRIPWIRE_HOOK Item that represents the key
💡 Tip

Match Lock ID between DOOR and KEY_LOCATION to create lock/key pairs! You can also unlock doors via puzzle rewards using the DOOR_UNLOCK reward type.

🔗 CONNECTOR Marker

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Defines connection points for procedural generation.

Configuration Options:
Option Default Description
direction NORTH Which way this connector faces
size 3x3 Size of the connection opening

Used in CONNECT wand mode to link rooms together for procedural layouts.

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