Nice thoughts, I like developers that stick to their vision. Here's an idea: can you "mark" a final chest and when it is opened a giant flag made out of fence and red wool pops up above the entrance tower maybe even incorporating your built in fireworks machines?
In general I stick with stuff I could only do in vanilla minecraft. So I could do that stuff, but would require a long chain of redstone.
Basically I've disabled some specific items (tesseract parts) in my modpack, and I would like for them to have a slight chance of spawning at the very end/bottom of the dungeon as rewards. Maybe I missed it completely but is this possible?
Thanks
I'm assuming this is for 1.7. not sure that's a safe assumption. But you need to replace a loot category with your own weighted loot tree.
I don't know what the item names are but it's something like.
This replaces the ore loot on level 5 with a custom loot table that includes energy flow circuits. I doubt this would work though because I'm just guessing at what the item name actually is. You'd need to use NEI dump or something to figure out what the actual item name is.
PS: TIL the minecraft forum doesn't render open square brackets because it's used in the markup parser. erg
That tower looks great! We have some pretty cool buildings and customs made dungeons, but no idea how to export them for usage or anything.
We've noticed that some mod loot is popping up in chests, not sure how but no complaints there!
Anyway if you need help design entrances for the dungeons or rooms, let me know, if I can figure out how to export them for use I can help!
Here is some feedback and ideas from our server, your mod is great as it is, and these are just suggestions. Stick to your vision it is what we fell in love with.
Also that friggin room you made that has a trap the pushes you in that hole in the floor, so genius and mean! Would love to see more traps, even if its just basic arrow traps. Or lava dumps.
More traps and trap rooms.
Boss rooms. Maybe they actually guard the stairs down? Or a better quality chest?
Rare safe haven room. Room with crafting table, chests some beds, oven etc.
We really dig the themed rooms, as well, the enchanting room, the tavern room, the horticulture room etc. More of that (Library, bedroom, armory, etc)
Yessir it is for 1.7. I'm replacing the parts that make up "ender teleportation" for mods. Basically I've made the tesseracts/ender storage/ender transmitters require a singularity from AE2, however I want people to be able to find them in your dungeons so I can make the dungeons part of the quest line!
Also - I saw the loot categories, I didn't realize I had to replace them but makes sense now.
Edit: I did a little testing.. so I created a file called loot.txt and dropped it into config/roguelike_dungeons/settings and when I tried to spawn a dungeon using the following commands:
/roguelike dungeon 200 400 loot
/roguelike dungeon 200 400 loot.txt
The console said loot or loot.txt could not be found. Here is the contents of loot.txt
Yessir it is for 1.7. I'm replacing the parts that make up "ender teleportation" for mods. Basically I've made the tesseracts/ender storage/ender transmitters require a singularity from AE2, however I want people to be able to find them in your dungeons so I can make the dungeons part of the quest line!
Also - I saw the loot categories, I didn't realize I had to replace them but makes sense now.
Edit: I did a little testing.. so I created a file called loot.txt and dropped it into config/roguelike_dungeons/settings and when I tried to spawn a dungeon using the following commands:
/roguelike dungeon 200 400 loot
/roguelike dungeon 200 400 loot.txt
The console said loot or loot.txt could not be found. Here is the contents of loot.txt
I also assume that weight 1, means that category will get called with each dungeon spawn?
When you invoke a setting with the dungeon spawn command you need to use the "name" specified in the name field. In this case I had called it "loot-ore"
since it has an empty critiria set (meaning unfiltered criteria or "everywhere") you don't even really need to do that. Spawning the dungeon normally should have the same effect.
weighted randomization works like.
item1: weight 3
item2: weight 5
item3: weight 1
item3 will have a 1 / (3 + 5 + 1) or 1 in 9 chance. if you bump the weight of other items in the list it'll skew the probability and higher numbers have higher chances relative to the other items in the list.
That tower looks great! We have some pretty cool buildings and customs made dungeons, but no idea how to export them for usage or anything.
We've noticed that some mod loot is popping up in chests, not sure how but no complaints there!
Anyway if you need help design entrances for the dungeons or rooms, let me know, if I can figure out how to export them for use I can help!
Here is some feedback and ideas from our server, your mod is great as it is, and these are just suggestions. Stick to your vision it is what we fell in love with.
Also that friggin room you made that has a trap the pushes you in that hole in the floor, so genius and mean! Would love to see more traps, even if its just basic arrow traps. Or lava dumps.
More traps and trap rooms.
Boss rooms. Maybe they actually guard the stairs down? Or a better quality chest?
Rare safe haven room. Room with crafting table, chests some beds, oven etc.
We really dig the themed rooms, as well, the enchanting room, the tavern room, the horticulture room etc. More of that (Library, bedroom, armory, etc)
In any case keep up the good work!
It may sound crazy, but all the worldgen in this mod is hand coded. I don't build in minecraft and then just export or whatever. I actually write code that procedurally constructs each feature. This is part of the reason why the theme system is possible, and how the structures weave organically into the surrounding terrain.
If you want to contribute ideas then just post screenshots of your own rooms or whatever. As you've probably noticed I try to borrow ideas when I like something.
As for safe haven, library, bedrooms etc... yeah I like those too. It'll be easier for me to add that stuff because modpack creators now have the option to take out stuff they don't like. So I may be a bit more liberal with my own ideas in the future since I don't have to feel like i'm forcing things.
The other idea i'm having in that direction is to have whole themed dungeons like how there have been themed rooms. It's now possible for me to make a whole dungeon with its own set of rooms that's distinct from what there's been before. I want to take advantage of that.
It may sound crazy, but all the worldgen in this mod is hand coded. I don't build in minecraft and then just export or whatever. I actually write code that procedurally constructs each feature. This is part of the reason why the theme system is possible, and how the structures weave organically into the surrounding terrain.
If you want to contribute ideas then just post screenshots of your own rooms or whatever. As you've probably noticed I try to borrow ideas when I like something.
As for safe haven, library, bedrooms etc... yeah I like those too. It'll be easier for me to add that stuff because modpack creators now have the option to take out stuff they don't like. So I may be a bit more liberal with my own ideas in the future since I don't have to feel like i'm forcing things.
The other idea i'm having in that direction is to have whole themed dungeons like how there have been themed rooms. It's now possible for me to make a whole dungeon with its own set of rooms that's distinct from what there's been before. I want to take advantage of that.
Ok so I got to page 14 and I can't seem to see anyone else asking this and the search function is completely useless as it tells me the words rate and spawn show up no where in this thread. So at the risk of getting flamed for repeating a question already asked...
Can you please help me understand how to make the dungeons more rare. I am using a mod pack with many other mods and I want to reduce the number of structures that spawn in general. I have tried changing the spawnFrequency to 1 in both copies of the cfg file I found. But still when I started a new world I could see three towers within about a 6 chunk radius. Am I missing something?
Ok so I got to page 14 and I can't seem to see anyone else asking this and the search function is completely useless as it tells me the words rate and spawn show up no where in this thread. So at the risk of getting flamed for repeating a question already asked...
Can you please help me understand how to make the dungeons more rare. I am using a mod pack with many other mods and I want to reduce the number of structures that spawn in general. I have tried changing the spawnFrequency to 1 in both copies of the cfg file I found. But still when I started a new world I could see three towers within about a 6 chunk radius. Am I missing something?
I don't know what the deal is with that. the link is correct, but it's not resolving. Gives me a DNS lookup error, which makes no sense. Maybe it's a security thing.
Forum bug. Https links fail to include a colon. Result is you go to
https//site.name.com/foo/bar
Somehow, home improvement gets into that. It happens to many people, but not all; it happens on both my ISP's DNS, and google's DNS. I would love to suspect that the javascript on the forum somehow makes the browser lose track of what page it is currently on, and it thinks it's on an advertiser page; but that would imply that home improvement is an advertiser here, and I've never seen an ad from them.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, first, I find quickly respawning mobs to be infinitely annoying, and second, if you play with JABBA mod (which among other things adds ability to move mob spawners) then one dungeon raid can provide you with a basis for ridiculously overpowered mob farm. I think reducing the number of spawners would let me address both this issues without having to reduce the number of rooms (making dungeons look like vanilla ones =D).
Well, first, I find quickly respawning mobs to be infinitely annoying, and second, if you play with JABBA mod (which among other things adds ability to move mob spawners) then one dungeon raid can provide you with a basis for ridiculously overpowered mob farm. I think reducing the number of spawners would let me address both this issues without having to reduce the number of rooms (making dungeons look like vanilla ones =D).
If quickly respawning mobs are annoying then stay out of the roguelike dungeons? LOL!
That is like going into Buildcraft and saying. I do not like using your pipes. That is the whole basis for that mod. And very hard dungeons are the basis for this mod.
You can "clear" the first couple floors but after around the third it becomes hard if not impossible to do a systematic clearing of each floor.
Reducing the spawners would make the rooms essentially useless and free loot rooms.
Also MOving around spawners if not something I would ever allow, for the very reason you listed it. Mob farms are fine but when you break the game and move spawners to make your own, that is your own fault.
In general I stick with stuff I could only do in vanilla minecraft. So I could do that stuff, but would require a long chain of redstone.
Dungeon variety is what I plan to work on next. The settings system I made in the last version will make that possible.
Edit: in case you're not following me on twitter, I posted an image of a new tower design for one of the custom dungeons.
I'm assuming this is for 1.7. not sure that's a safe assumption. But you need to replace a loot category with your own weighted loot tree.
I don't know what the item names are but it's something like.
This replaces the ore loot on level 5 with a custom loot table that includes energy flow circuits. I doubt this would work though because I'm just guessing at what the item name actually is. You'd need to use NEI dump or something to figure out what the actual item name is.
PS: TIL the minecraft forum doesn't render open square brackets because it's used in the markup parser. erg
We've noticed that some mod loot is popping up in chests, not sure how but no complaints there!
Anyway if you need help design entrances for the dungeons or rooms, let me know, if I can figure out how to export them for use I can help!
Here is some feedback and ideas from our server, your mod is great as it is, and these are just suggestions. Stick to your vision it is what we fell in love with.
Also that friggin room you made that has a trap the pushes you in that hole in the floor, so genius and mean! Would love to see more traps, even if its just basic arrow traps. Or lava dumps.
More traps and trap rooms.
Boss rooms. Maybe they actually guard the stairs down? Or a better quality chest?
Rare safe haven room. Room with crafting table, chests some beds, oven etc.
We really dig the themed rooms, as well, the enchanting room, the tavern room, the horticulture room etc. More of that (Library, bedroom, armory, etc)
In any case keep up the good work!
Yessir it is for 1.7. I'm replacing the parts that make up "ender teleportation" for mods. Basically I've made the tesseracts/ender storage/ender transmitters require a singularity from AE2, however I want people to be able to find them in your dungeons so I can make the dungeons part of the quest line!
Also - I saw the loot categories, I didn't realize I had to replace them but makes sense now.
Edit: I did a little testing.. so I created a file called loot.txt and dropped it into config/roguelike_dungeons/settings and when I tried to spawn a dungeon using the following commands:
/roguelike dungeon 200 400 loot
/roguelike dungeon 200 400 loot.txt
The console said loot or loot.txt could not be found. Here is the contents of loot.txt
{
"name": "loot-ore",
"criteria": {},
"levels": {
"4": {
"loot": {
"ORE": {
"loot": (Open square bracket)
{
"weight": "1",
"loot": {
"name": "ThermalExpansion:Tesseract",
"meta": 7
}
},
{
"weight": "4",
"loot": {
"name": "diamond"
}
},
{
"weight": "7",
"loot": {
"name": "gold_ingot",
"min": 2,
"max": 5
}
},
{
"weight": "8",
"loot": {
"name": "emerald",
"min": 2,
"max": 5
}
},
{
"weight": "15",
"loot": {
"name": "coal",
"min": 2,
"max": 5
}
},
{
"weight": "10",
"loot": {
"name": "iron_ingot",
"min": 2,
"max": 7
}
}
]
}
}
}
}
}
I also assume that weight 1, means that category will get called with each dungeon spawn?
When you invoke a setting with the dungeon spawn command you need to use the "name" specified in the name field. In this case I had called it "loot-ore"
since it has an empty critiria set (meaning unfiltered criteria or "everywhere") you don't even really need to do that. Spawning the dungeon normally should have the same effect.
weighted randomization works like.
item1: weight 3
item2: weight 5
item3: weight 1
item3 will have a 1 / (3 + 5 + 1) or 1 in 9 chance. if you bump the weight of other items in the list it'll skew the probability and higher numbers have higher chances relative to the other items in the list.
It may sound crazy, but all the worldgen in this mod is hand coded. I don't build in minecraft and then just export or whatever. I actually write code that procedurally constructs each feature. This is part of the reason why the theme system is possible, and how the structures weave organically into the surrounding terrain.
If you want to contribute ideas then just post screenshots of your own rooms or whatever. As you've probably noticed I try to borrow ideas when I like something.
As for safe haven, library, bedrooms etc... yeah I like those too. It'll be easier for me to add that stuff because modpack creators now have the option to take out stuff they don't like. So I may be a bit more liberal with my own ideas in the future since I don't have to feel like i'm forcing things.
The other idea i'm having in that direction is to have whole themed dungeons like how there have been themed rooms. It's now possible for me to make a whole dungeon with its own set of rooms that's distinct from what there's been before. I want to take advantage of that.
This has to happen now. How much money?
Can you please help me understand how to make the dungeons more rare. I am using a mod pack with many other mods and I want to reduce the number of structures that spawn in general. I have tried changing the spawnFrequency to 1 in both copies of the cfg file I found. But still when I started a new world I could see three towers within about a 6 chunk radius. Am I missing something?
No. Do you have something particular in mind?
https://github.com/Greymerk/minecraft-roguelike/wiki/Config-File
Hope that helps.
smaller numbers mean more frequent.
I changed the command's name to roguelike for namespace reasons. It's the same but now you'd have to type roguelike dungeon x z
There's a wiki page here for future reference.
https://github.com/Greymerk/minecraft-roguelike/wiki/Commands
I don't know what the deal is with that. the link is correct, but it's not resolving. Gives me a DNS lookup error, which makes no sense. Maybe it's a security thing.
You can find the file on the release page in github. But I have trouble linking directly to it.
https://github.com/Greymerk/minecraft-roguelike/releases/tag/v1.3.3
http://www.homeimprovement.com/github.com/Greymerk/minecraft-roguelike/releases/download/v1.3.3/roguelike-v1.3.3a-forge-1.6.4.zip
i have to manualy remove the www.homeimprovement.com after that i get the download mesage
https//site.name.com/foo/bar
Somehow, home improvement gets into that. It happens to many people, but not all; it happens on both my ISP's DNS, and google's DNS. I would love to suspect that the javascript on the forum somehow makes the browser lose track of what page it is currently on, and it thinks it's on an advertiser page; but that would imply that home improvement is an advertiser here, and I've never seen an ad from them.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, first, I find quickly respawning mobs to be infinitely annoying, and second, if you play with JABBA mod (which among other things adds ability to move mob spawners) then one dungeon raid can provide you with a basis for ridiculously overpowered mob farm. I think reducing the number of spawners would let me address both this issues without having to reduce the number of rooms (making dungeons look like vanilla ones =D).
If quickly respawning mobs are annoying then stay out of the roguelike dungeons? LOL!
That is like going into Buildcraft and saying. I do not like using your pipes. That is the whole basis for that mod. And very hard dungeons are the basis for this mod.
You can "clear" the first couple floors but after around the third it becomes hard if not impossible to do a systematic clearing of each floor.
Reducing the spawners would make the rooms essentially useless and free loot rooms.
Also MOving around spawners if not something I would ever allow, for the very reason you listed it. Mob farms are fine but when you break the game and move spawners to make your own, that is your own fault.