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Minecraft: Java Edition
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Contur: Instanced Dungeons
Build complete PvE adventures inside your Minecraft server.
Contur is a server-side gameplay platform for creating instanced dungeons, anomalies, combat arenas and multi-stage adventures.
Players can:
- enter through frameless portals;
- explore isolated dungeon worlds;
- find keys and unlock new areas;
- fight custom mobs and survive waves;
- defeat bosses;
- discover artifacts and relics;
- claim generated rewards;
- return safely when the instance closes.
You create the map and decide how the adventure should work. Contur connects worlds, rooms, encounters, progression, events and rewards into one gameplay loop.

Create an adventure, not just a room
A Contur dungeon can be more than a building filled with mobs.
A complete sequence can look like this:
A portal appears in the main world.
Players enter a private dungeon instance.
They search the first room and find a key.
The key opens a locked passage.
Entering the arena starts a wave encounter.
Defeating the final boss opens the reward chamber.
Players collect their loot and return through the exit portal.
The physical dungeon is then reset and prepared for another run.
Use the same systems to build short arenas, cooperative dungeons, exploration anomalies, artifact hunts, seasonal events or larger progression-based adventures.

Instanced dungeon worlds
Contur manages separate physical worlds that can be assigned to dungeon instances.
Players can run the same adventure without turning the main survival world into a permanent event area.
Available world types include:
- empty void worlds for fully custom maps;
- flat or prepared surfaces;
- normal generated terrain;
- limited generated worlds surrounded by void.
One dungeon template can use multiple prepared worlds. Contur reserves an available world, prevents concurrent reuse and keeps unsafe or failed worlds unavailable until cleanup is complete.
Instance lifecycle
Contur handles the full lifecycle:
- validate the dungeon before opening;
- reserve an available world;
- remember each player's original location;
- teleport participants into the instance;
- start configured encounters and events;
- generate instance loot;
- return players when the run ends;
- restore temporary block and gameplay changes;
- release the world for the next run;
- recover safely after a server restart.
If cleanup cannot be completed safely, the physical world remains unavailable instead of being silently reused in a broken state.

Frameless portals
Create entry and exit portals without building a Nether portal frame.
Portals can be placed inside ruins, caves, laboratories, custom structures or any environment that fits your server.
Configure:
- width and height;
- entry or exit behavior;
- particles and sounds;
- visual surface effects;
- template and world bindings;
- previews and diagnostics;
- scheduled openings;
- randomly selected safe locations;
- automatic expiration.
Use permanent dungeon entrances or let temporary portals appear around the world as server events.

Keys, doors and progression
Build adventures where players must complete objectives before reaching the next area.
Create signed custom keys and connect them to:
- wooden doors;
- iron doors;
- double doors;
- trapdoors;
- fence gates;
- other supported interactive blocks.
Renaming an ordinary item does not turn it into a valid key. Identity is stored in signed persistent item data.
Doors can also be controlled through events, allowing sequences such as:
- find a key to enter an arena;
- finish a wave to unlock the next room;
- defeat a boss to open a reward chamber;
- install an artifact to reveal a permanent location.
Custom mobs, bosses, spawners and waves
Create reusable mob profiles and use them throughout your server.
Configure:
- base entity type;
- name and appearance;
- health and damage;
- movement and targeting;
- equipment;
- potion effects;
- persistence;
- BossBar;
- generated drops.
Mob profiles can be used through:
- manual or event-driven spawning;
- multi-stage waves;
- physical custom spawners;
- controlled natural spawning;
- boss encounters;
- dungeon events.
Custom spawners use signed items and protected placed instances. Renaming or copying a visible item name does not create a valid managed spawner.
Multi-stage waves
Combine mob profiles into ordered stages with configurable:
- enemy counts;
- delays;
- spawn radius;
- stage transitions;
- timeouts;
- messages;
- sounds.
Contur searches for valid spawn positions so encounter mobs are not intentionally created inside walls or unsafe blocks.

Controlled natural spawning
Custom mobs can appear naturally only when your configured conditions are satisfied.
Natural spawn profiles support:
- allowed and forbidden worlds;
- allowed and forbidden biomes;
- allowed and forbidden blocks;
- height ranges;
- light conditions;
- open-sky or underground requirements;
- distance from players;
- spawn chance and profile weight;
- interval, attempts and amount;
- cooldowns;
- per-profile world limits;
- global custom-mob limits.
For example, you can make a creature appear only in forests, on moss blocks, below a selected light level and only while the server remains below the configured mob limit.
Each profile can be enabled or disabled independently, and diagnostics show the first condition preventing a spawn.
Events that connect everything
Contur includes a visual trigger, condition and action system.
Events let separate mechanics react to gameplay without requiring a new custom plugin for every dungeon.
Triggers can respond to:
- entering an anomaly;
- entering for the first time;
- completing a wave;
- killing a configured mob;
- clicking or stepping on a block;
- interacting with an area or object;
- progression changes;
- other supported gameplay events.
Conditions can inspect context such as:
- dungeon template or physical world;
- mob or item profile;
- player position and areas;
- blocks and locations;
- progression state;
- event scope and runtime state.
Actions can:
- open or close doors;
- spawn mobs or start waves;
- fill reward containers;
- place or remove blocks;
- send messages, titles and action bars;
- play sounds and particles;
- give items;
- teleport players;
- control portals;
- change boundaries;
- run commands as the console or as a player;
- execute ordered action chains.
Rules can use cooldowns, priorities, repeat settings, execution scopes, persistent delays and failure policies.
Because events can run console and player commands, Contur can also interact with compatible economy, quest, NPC, permission, cosmetic and other server plugins.

Loot that belongs to the adventure
Create reusable loot presets containing standard Minecraft items or Contur items.
Configure independent chances, quantity ranges and supported metadata, then connect presets to:
- ordinary bound containers;
- dungeon-specific containers;
- boss drops;
- reward chambers;
- artifact locations;
- event actions.
Contur preserves complete item data, including enchantments and supported persistent metadata.
Anomaly containers belong to the concrete dungeon instance and physical world. Multiple loot locations can be created, while one selected container can serve as the target for a unique artifact.

Create custom loot presets
Build reusable loot presets through the administrative GUI. Add ordinary or custom items, configure drop chances and quantity ranges, then reuse the preset in chests, dungeon rewards, boss drops and events.

Artifacts, the Obelisk and reward chambers
Artifacts can connect individual dungeon runs to long-term server progression.
Players discover unique artifacts inside adventures and bring them back to the Obelisk.
Installing an artifact can:
- increase shared progression;
- open its linked chamber;
- generate a configured reward;
- trigger additional events;
- contribute toward a seasonal objective.
Artifacts are tracked as unique instances. A copied name or lore does not create a valid artifact.
Artifact installation, chamber state and rewards can be reset through explicit administrative operations, allowing a chamber cycle to be tested or repeated without silently duplicating persistent state.
This system can support a full season, but it is optional. Contur can also be used purely for independent dungeons and PvE encounters.

Relics and custom items
Create server items with their own identity and behavior.
Contur supports:
- custom item profiles;
- signed keys;
- relic profiles;
- custom names and lore;
- attributes;
- potion effects;
- equipment and activation conditions;
- main-hand and off-hand activation;
- glow and unbreakable state;
- configurable stacking behavior;
- custom crafting recipes.
Relic effects are applied from the configured profile and activation conditions, not only from the visible item name.

Custom recipes
Create custom recipes across all recipe types supported by Contur.
Configure ingredients and outputs for systems such as:
- shaped crafting;
- shapeless crafting;
- furnace;
- blasting;
- smoking;
- campfire cooking;
- stonecutting;
- smithing and supported transform recipes.
Recipes can produce:
- standard Minecraft items;
- Contur custom items;
- signed keys;
- relics.
Administrators can create, edit, enable and disable recipes through the plugin interface.

Documents and resource-pack content
Contur includes a file-backed Content system for server documents and image references.
Documents can be:
- loaded from server files;
- issued through commands or event actions;
- displayed through the built-in viewer;
- connected to resource-pack images;
- used as books, notes, lore entries or story rewards.
Resource-pack generation and delivery are optional. User-created text, images and story content remain under the server owner's control.
Boundaries, protection and diagnostics
Contur includes systems for managing important gameplay areas and administrative recovery.
Available tools include:
- configurable boundaries;
- world and interaction protection;
- Guard checks;
- history and audit records;
- container history;
- block and region rollback;
- dependency validation;
- broken-binding diagnostics;
- active runtime inspection;
- safe deletion of dependent objects;
- emergency instance cleanup;
- wave stop and door relock tools.
These systems are designed for persistent production servers where administrators need to understand what happened and recover safely.
Designed for server administrators
Contur is configured through commands and administrative inventory interfaces.
The main menu provides access to major systems such as:
- dungeon templates and active instances;
- managed worlds;
- portals and schedules;
- custom mobs, spawners and natural spawn;
- waves and bosses;
- loot presets and containers;
- artifacts, chambers and the Obelisk;
- relics, items and recipes;
- events and progression;
- Content and resource-pack tools;
- history, Guard, backups and diagnostics;
- localization and server settings.
The normal gameplay lifecycle is automated. Manual commands remain available for testing, diagnostics and emergency recovery.

Safe restart, persistence and recovery
Persistent gameplay state is stored in PostgreSQL.
Contur tracks important operations such as:
- dungeon instances;
- participants;
- generated loot;
- artifact progression;
- event execution;
- temporary world changes;
- cleanup and recovery state;
- audit and history records.
After an interrupted run or server restart, Contur restores or cleans up managed state before allowing the physical world to be used again.
The plugin also includes:
- database and file backup tools;
- unique-item verification;
- anti-duplication quarantine;
- protected signed item identity;
- recovery diagnostics;
- forward-only Flyway database migrations.
These systems are intended to make complex gameplay manageable on a real persistent server, not only during a demonstration.
What can you build?
Contur is not limited to one dungeon format, genre or progression model.
Cooperative dungeons
Create multi-room adventures with keys, locked passages, encounters, bosses, puzzles and generated rewards.
Random world anomalies
Open temporary portals in the survival world that lead to isolated exploration areas, combat zones or limited-resource worlds.
Wave arenas
Build staged encounters with custom mobs, escalating difficulty, timed transitions and rewards.
Artifact progression
Hide unique artifacts inside instances and connect them to shared server progression, the Obelisk and unlockable reward chambers.
Adventure locations
Create handcrafted locations with documents, custom loot, interactive objects, environmental changes and event-driven sequences.
Seasonal events
Schedule portals, rotate encounters, control season stages, accumulate artifacts and unlock new content as the community completes objectives.
Custom survival ecosystems
Add custom mobs that appear naturally only in selected worlds, biomes, blocks, height ranges, light levels and population limits.
Cross-plugin gameplay
Run console or player commands from event actions to connect Contur with compatible economy, quest, NPC, permission, cosmetic and other server plugins.
With careful configuration, the practical limits are mostly defined by your map, available commands and installed server systems.
What Contur is not
Contur is not a prebuilt dungeon map or a complete server pack.
It provides the systems used to control an adventure. You provide:
- the map;
- the rooms;
- the visual style;
- the encounters;
- the rewards;
- the story, when your server needs one.
Build a simple arena with a few systems or combine everything into a long progression-based dungeon or seasonal server experience.
Languages
Contur includes:
- English;
- Russian.
One language is selected for the whole server through the configuration or administrative settings.
Server owners can add or modify locale files in:
plugins/Contur/lang
Missing custom-locale keys fall back to English. User-created names, descriptions, lore, documents and event text remain under the server owner's control.
⚠️ Please test before production use
Contur has been tested on the supported environment and includes automated checks, database recovery tests and runtime smoke testing. However, this is still a large plugin with many interacting systems, and unexpected bugs, configuration mistakes or conflicts with other plugins may still occur.
The plugin is currently available for free so server owners can test it, report problems and help improve compatibility before wider production use.
Test Contur on a separate server or staging copy first. Create backups of your worlds, plugin files and PostgreSQL database before using it on an existing production server.
Use of the plugin is at your own risk. Do not install it on a critical live server without first testing your configuration, dungeon lifecycle, restart recovery and interaction with other installed plugins.
✦ Requirements
| Requirement | Version |
|---|---|
| Purpur | 26.2 |
| Java | 25 |
| PostgreSQL | 14+ |
⚠️ Contur is built against and tested on Purpur
26.2 build 2614 stable.
Other platforms and versions are outside the tested runtime matrix.
Recommended environment
| Component | Recommendation | Purpose |
|---|---|---|
| PostgreSQL | 17 |
Tested database version for persistent state and recovery |
| Server resource pack | Optional | Document images and presentation features |
| Docker | Optional | PostgreSQL, backups or development testing |
PostgreSQL is required. Contur does not store its persistent gameplay state in flat files.
Contur is a server-side plugin. Players do not need to install a client mod.
No third-party gameplay plugin is required.
Tools such as WorldEdit, Chunky or BlueMap can still be used separately while building or presenting your server, but Contur does not require or automatically control them.
Installation
Contur requires PostgreSQL, but you do not need to work through the setup without guidance.
The administrator manual includes:
- PostgreSQL installation options;
- database and user creation;
- Docker and non-Docker setup;
- configuration examples;
- first-start checks;
- troubleshooting steps;
- practical workflows for the main plugin systems.
Open the Contur installation and administrator manual
Basic installation flow:
-
Install PostgreSQL or connect Contur to an existing PostgreSQL server.
-
Create a database and database user.
-
Place the Contur JAR in the server's
pluginsdirectory. -
Start the server once to generate the configuration.
-
Enter the database connection details.
-
Restart the server.
-
Run:
/contur status detail -
Open the administrative interface:
/contur
Need help, found a bug or have a question?
Submit a support request, question or suggestion
Before building a production dungeon
Start with a small test:
- Create one managed world.
- Create one dungeon template.
- Add an entry and exit portal.
- Create one key and one locked door.
- Add a small wave.
- Connect a reward through an event.
- Complete the dungeon twice.
- Test restart and recovery before opening it to players.
Contur provides validation and diagnostics, but every custom map and gameplay sequence should still be tested by its server owner.
Support and bug reports
When reporting a problem, include:
- Contur version;
- Purpur build;
- Java version;
- PostgreSQL version;
- relevant server log;
- output of
/contur status detail; - exact steps required to reproduce the issue.
Do not include passwords, database credentials, signing keys or other secrets.


