In my generated SSP worlds, my roguelike dungeons have the traps, illusion blocks and vertical spikes from Dragon's Artifacts (as it identifies itself internally).
That does sound pretty cool. I guess that mod is doing some generating of features in chunks after my mod has finished doing its work.
Thanks, and no, that's really old info from an earlier version of the mod. Since integrating it into forge i've simply limited myself to changes that relate to the dungeons themselves. I try not to influence anything else in the game.
In my generated SSP worlds, my roguelike dungeons have the traps, illusion blocks and vertical spikes from Dragon's Artifacts (as it identifies itself internally).
I had actually thought that it was Artifacts that had created the dungeons for this reason, and that I had not yet found the roguelike ones until I updated and my new dungeons changed (but were still identifiable by the tower above the entrance).
Anyway keep up the good work!
anyway u could post the link to that mod? im interested!
Perhaps you could add traps to the dungeon? Like rooms with a pressure plate that triggers a piston to push you into a pit with TNT, you know... I think it'd be so cool to not only have to watch out for mobs, but traps as well. It'd also add a new tactic like leading mobs into traps.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I don't know if others have seen this, or if it's already been brought up, but when I've gone down to the bottom level of the dungeons, there are many of what I assume were intended to be zombie-pigman spawners, but they are only just pig spawners instead.
I'm using the forge version.
I thought you'd contracted a disease that gave you the same metabolism as an oak tree - Maggarg II
It heals all of your goddamn hearts! - kittensamurai
I don't know if others have seen this, or if it's already been brought up, but when I've gone down to the bottom level of the dungeons, there are many of what I assume were intended to be zombie-pigman spawners, but they are only just pig spawners instead.
I'm using the forge version.
That is so strange.. i guess it has something to do with my attempt to fix a bukkit crash. I wonder why it's only happening to some of them.
Edit: I think i found it... oh my god sometimes, the nooks and crannies of code that should no longer exist.
I have ventured into your dungeon and emerged quite scathed. level 3 started to overwhelm me. There was about 10 spawner in one lareg room that looked like a merge of 5-6 normal dungeons along with your mods hallway. All in all lots of fun and quite harrowing. I was constantly on watch from ambush as levels were linked by external tunnels. Sadly, no loot from my other mods showed up. Perhaps I am just unlucky. we shall see when I descend to finish level 3-5 this weekend.
This is a fantastic idea for a mod! I especially like your commitment to making it work with vanilla and not use or include extra items, blocks, or mobs. Well done!
According to your video intro, these spawn with the same regularity as villages. If they are as massive as they see to be, I wonder if you shouldn't cut back on the instances of them to maybe only make one per biome or something.
1.2.62 is now up. mainly just fixes the bug in netherbrick dungeon rooms that caused pig spawners to happen. Sorry about that. But on the bright side you who have them can build a machine for pigs.
This update also comes with a makeover for level 1 as seen in the intro video. I dunno why but i love working on level 1, i feel like i'm building a base
I'm excited for 1.7.2 MCP update when it comes and hopefully the same day we'll see a 1.7.2 compatible version of this mod for vanilla. forge could take [much] longer to update.
I have ventured into your dungeon and emerged quite scathed. level 3 started to overwhelm me. There was about 10 spawner in one lareg room that looked like a merge of 5-6 normal dungeons along with your mods hallway.
Part of the intent is for situations like that to happen on their own. What's cool is that I can define structure abstractly like hallways and dungeon types, but in the end what you actually see is unpredictable and somewhat random. That's the defining element that to me justifies calling it roguelike... other than the brutal unforgiving difficulty, and horribly punishing consequence of death (probably losing your stuff).
This is a fantastic idea for a mod! I especially like your commitment to making it work with vanilla and not use or include extra items, blocks, or mobs. Well done!
According to your video intro, these spawn with the same regularity as villages. If they are as massive as they see to be, I wonder if you shouldn't cut back on the instances of them to maybe only make one per biome or something.
Thanks dude, glad that you appreciate that design choice. I want people to be able to play my mod based on their knowledge of survival minecraft, I don't want them to also have to "learn my mod" so to speak. Plus the bonus is that you don't need a modified client to join a server that's been jar-injected with this mod. I haven't really gone as far as i can with vanilla mechanics though. Lots of custom spawner and custom item ideas i've not yet explored.
As for the spawn frequency. It feels right to me at this point. I dunno. The real problem is that everyone has differing reasons about how regularly they spawn, and there's no single answer. In the end the only thing most people can agree on is that they would like the option to configure it themselves. That's something i'm working on.
This looks like a great mod. Is it compatible with other terrain gen mods like Alternate Terrain Gen or Biomes O' Plenty? What about other dungeon generating mods like Chocolate Quest?
Technically it should work. My advice is to try it and see. There's no possibility whatever of ID conflicts since I don't use IDs of any sort. What you might have happen is dungeons from another mod overlapping with mine. But that's sort of impossible to program around, plus maybe it's sort of funny.
My mod currently just checks biomes to see if they're ocean or mountains and skips that spot if so. So the dungeons should spawn in biomes-o-plenty's biomes. I haven't tried it though.
edit: worth noting you can force a dungeon to spawn anywhere you want using the /dungeon x z command.
When updateing from 1.2.61 to 1.2.62 i get the following crash:
I don't see any good reason why that should be happening. I'm noticing that you're using an older version of forge, but i don't see why that should make a difference.
The error is kind of saying that forge isn't seeing the implementation of my generator's code. That's kinda vague and could probably be caused by a lot of things. Maybe even just a bad download.
Anyway. it's working for me, so it's hard to guess what might be happening. I'm doubting it's a problem that's in my power to fix.
This mod looks great and I really want to try it! I've never done mods before, but I tried following all the outlined steps, and it's still not working for me. Forge recognizes that I have the mod, and it says it's active, but I can't choose the map type that allows dungeons to generate since it won't show up. Is it possible to get an updated "how-to" for the current launcher?
I did run it in the 1.6.4 forge profile, and I did delete the meta-inf when trying to run it in a single player client mode. Does it just not work at all if you've downloaded 1.7.2?
Forge recognizes that I have the mod, and it says it's active, but I can't choose the map type that allows dungeons to generate since it won't show up.
It's working then. There's no world type associated with the mod anymore because I've stopped modifying terrain gen.
Thanks yeah, I'm starting to realize a couple things about the lower levels. Someone else had suggested there needs to be more reward, and I also think there just needs to be more spice and flavour. At this point the low levels can get a bit samey and it's a problem.
I'm actually considering adding old abandoned storage rooms or something lower down where you can find stacks of building supplies. I'm kind of thinking that I should try to work out how much time it takes to branch mine X amount of materials, or chop X amount of trees and try to make it so that my dungeons are a good alternative to conventional resource gathering so you could go down there and come out with a nice pile of resources.
I'm saying this as someone that spends a lot of time in vanilla survival just running around caving for resources.
Definitely the final levels need more fleshing out though.
I can even find a config for your mod, I did not test if it spawned only in the overworld or not however I just assumed since alot of mods dont give us that.
I can even find a config for your mod, I did not test if it spawned only in the overworld or not however I just assumed since alot of mods dont give us that.
Config file will be soon.
The dimension check is done by ID. In any other dimension but 0 (the overworld) my worldgen won't do anything. I actually had to put that code in just for forge since in the jar injected mod it's not possible by default.
That does sound pretty cool. I guess that mod is doing some generating of features in chunks after my mod has finished doing its work.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I'm using the forge version.
It heals all of your goddamn hearts! - kittensamurai
That is so strange.. i guess it has something to do with my attempt to fix a bukkit crash. I wonder why it's only happening to some of them.
Edit: I think i found it... oh my god sometimes, the nooks and crannies of code that should no longer exist.
According to your video intro, these spawn with the same regularity as villages. If they are as massive as they see to be, I wonder if you shouldn't cut back on the instances of them to maybe only make one per biome or something.
This update also comes with a makeover for level 1 as seen in the intro video. I dunno why but i love working on level 1, i feel like i'm building a base
I'm excited for 1.7.2 MCP update when it comes and hopefully the same day we'll see a 1.7.2 compatible version of this mod for vanilla. forge could take [much] longer to update.
Thanks for the bug reports guys.
Part of the intent is for situations like that to happen on their own. What's cool is that I can define structure abstractly like hallways and dungeon types, but in the end what you actually see is unpredictable and somewhat random. That's the defining element that to me justifies calling it roguelike... other than the brutal unforgiving difficulty, and horribly punishing consequence of death (probably losing your stuff).
Thanks dude, glad that you appreciate that design choice. I want people to be able to play my mod based on their knowledge of survival minecraft, I don't want them to also have to "learn my mod" so to speak. Plus the bonus is that you don't need a modified client to join a server that's been jar-injected with this mod. I haven't really gone as far as i can with vanilla mechanics though. Lots of custom spawner and custom item ideas i've not yet explored.
As for the spawn frequency. It feels right to me at this point. I dunno. The real problem is that everyone has differing reasons about how regularly they spawn, and there's no single answer. In the end the only thing most people can agree on is that they would like the option to configure it themselves. That's something i'm working on.
Technically it should work. My advice is to try it and see. There's no possibility whatever of ID conflicts since I don't use IDs of any sort. What you might have happen is dungeons from another mod overlapping with mine. But that's sort of impossible to program around, plus maybe it's sort of funny.
My mod currently just checks biomes to see if they're ocean or mountains and skips that spot if so. So the dungeons should spawn in biomes-o-plenty's biomes. I haven't tried it though.
edit: worth noting you can force a dungeon to spawn anywhere you want using the /dungeon x z command.
I don't see any good reason why that should be happening. I'm noticing that you're using an older version of forge, but i don't see why that should make a difference.
The error is kind of saying that forge isn't seeing the implementation of my generator's code. That's kinda vague and could probably be caused by a lot of things. Maybe even just a bad download.
Anyway. it's working for me, so it's hard to guess what might be happening. I'm doubting it's a problem that's in my power to fix.
I did run it in the 1.6.4 forge profile, and I did delete the meta-inf when trying to run it in a single player client mode. Does it just not work at all if you've downloaded 1.7.2?
Thanks for the help!
It's working then. There's no world type associated with the mod anymore because I've stopped modifying terrain gen.
Thanks yeah, I'm starting to realize a couple things about the lower levels. Someone else had suggested there needs to be more reward, and I also think there just needs to be more spice and flavour. At this point the low levels can get a bit samey and it's a problem.
I'm actually considering adding old abandoned storage rooms or something lower down where you can find stacks of building supplies. I'm kind of thinking that I should try to work out how much time it takes to branch mine X amount of materials, or chop X amount of trees and try to make it so that my dungeons are a good alternative to conventional resource gathering so you could go down there and come out with a nice pile of resources.
I'm saying this as someone that spends a lot of time in vanilla survival just running around caving for resources.
Definitely the final levels need more fleshing out though.
Are you playing with a recent version of the mod?
I can even find a config for your mod, I did not test if it spawned only in the overworld or not however I just assumed since alot of mods dont give us that.
Config file will be soon.
The dimension check is done by ID. In any other dimension but 0 (the overworld) my worldgen won't do anything. I actually had to put that code in just for forge since in the jar injected mod it's not possible by default.