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ModpacksArcadia: Shadowfall

Codex Reference

Every Codex entry, its advancement or structure ID, how to test it, and the entries that were removed.

Codex Reference

This page lists every entry in the Codex: what it is, the ID the quest checks, and what to do when one will not complete.

How Codex entries work

Each entry is an advancement task. The quest completes the moment the game grants the named advancement, which the mod does when you discover its structure. Nothing else is required.

Entry list

A: The Old Kingdoms

EntryPlaceAdvancement ID
A-1The Bandit Towersdungeons_arise:find_bandit_towers
A-2The Illager Fortdungeons_arise:find_illager_fort
A-3The Greenwood Pubdungeons_arise:find_greenwood_pub
A-4The Shiraz Palacedungeons_arise:find_shiraz_palace
A-5The Plague Asylumdungeons_arise:find_plague_asylum
A-6The Bathhousedungeons_arise:find_bathhouse
A-7The Merchant Campsitedungeons_arise:find_merchant_campsite
A-8The Lighthousedungeons_arise:find_lighthouse

B: Wild Wonders

EntryPlaceAdvancement ID
B-1The Giant Mushroomdungeons_arise:find_giant_mushroom
B-2The Mushroom Villagedungeons_arise:find_mushroom_village
B-3The Mushroom Minesdungeons_arise:find_mushroom_mines
B-4The Ceryneian Hinddungeons_arise:find_ceryneian_hind
B-5The Aviarydungeons_arise:find_aviary
B-6Typhondungeons_arise:find_typhon
B-7The Fishing Hutdungeons_arise:find_fishing_hut
B-8The Wishing Welldungeons_arise:find_wishing_well

C: Machines and Miracles

EntryPlaceAdvancement ID
C-1The Foundrydungeons_arise:find_foundry
C-2The Mechanical Nestdungeons_arise:find_mechanical_nest
C-3The Illager Windmilldungeons_arise:find_illager_windmill
C-4The Scorched Minesdungeons_arise:find_scorched_mines
C-5The Small Blimpdungeons_arise:find_small_blimp
C-6The Infested Templedungeons_arise:find_infested_temple
C-7The Abandoned Templedungeons_arise:find_abandoned_temple
C-8The Coliseumdungeons_arise:find_coliseum

D: The Deep Roads

EntryPlaceChecks
D-1The Burning Arenaadvancement cataclysm:find_burning_arena
D-2The Ruined Citadeladvancement cataclysm:find_ruined_citadel
D-3The Ancient Factoryadvancement cataclysm:find_ancient_factory
D-4The Frosted Prisonadvancement cataclysm:find_frosted_prison
D-5The Acropolisadvancement cataclysm:find_acropolis
D-6The Trial Chambersstructure minecraft:trial_chambers
D-7The Woodland Mansionstructure minecraft:mansion
D-8The End Cityadvancement minecraft:end/find_end_city

E: The Old World (bonus)

EntryPlaceAdvancement ID
E-1The Bandit Villagedungeons_arise:find_bandit_village
E-2The Illager Campsitedungeons_arise:find_illager_campsite
E-3The Mushroom Housedungeons_arise:find_mushroom_house
E-4The Undead Pirate Shipdungeons_arise:find_undead_pirate_ship
E-5The Heavenly Challengerdungeons_arise:find_heavenly_challenger
E-6The Heavenly Conquerordungeons_arise:find_heavenly_conqueror
E-7The Heavenly Riderdungeons_arise:find_heavenly_rider

How rare are these places?

All of the mod's major structures share one placement grid, and so do all of its minor structures.

KindSpacingSeparationMeaning
Major structures50 chunks45 chunksAt most one major structure per roughly 800 by 800 block area, chosen from about 33 types
Minor structures45 chunks40 chunksAt most one minor structure per roughly 720 by 720 block area

Bathhouse, Fishing Hut, Lighthouse, Wishing Well and Abandoned Temple are minor structures. Everything else from the mod is major. So any single major structure can be a long trip. Do not hunt one at a time; explore, and check entries off as you go.

When an entry will not complete

1. Make sure the structure is real

Type this and press Tab to see the mod's structure list:

/locate structure dungeons_arise:

Pick the one you are looking for. The structure names in the mod's config are, for example, greenwood_pub, merchant_campsite, mushroom_mines, illager_windmill, scorched_mines and typhon.

2. Test the advancement (admins)

/advancement grant @s only dungeons_arise:find_greenwood_pub

If the quest completes, the quest is fine and the advancement simply was not triggering. That command is also a safe way to unstick a player.

To undo a test:

/advancement revoke @s only dungeons_arise:find_greenwood_pub

3. Check the advancement exists

Run /advancement grant @s only dungeons_arise: and press Tab. If an ID is missing from the list, the mod does not have it, and no quest can complete from it.

Removed entries

Four entries were removed because players could not complete them. They have been replaced, and the quest IDs were kept, so no one loses progress.

Old entryOld advancementReplaced withLikely reason
A-3 Keep Kayrafind_keep_kayraGreenwood PubA rare major structure; the advancement may not fire in this version
A-7 Monasteriesfind_monasteriesMerchant CampsiteThe mod's structure is named monastery, not monasteries
B-3 Thornborn Towersfind_thornborn_towersMushroom MinesA rare major structure; the advancement may not fire in this version
C-3 Mining Systemfind_mining_systemIllager WindmillThe mod's structure is named mining_complex, not mining_system

If you tell the pack team an entry that still does not work, they can swap it the same way.

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