Any idea if this mod would work with terrain control?
It should, it works with most things -- I'd have to try to be sure. Also, I'm not sure if it would make a difference if its the Forge or Bukkit version of Terrain control.
EDIT: Do you know how to set up the config for debugging -- make the dungeons common (say frequency scale of 5 or 6 and 0 for spawn protection), turn on easy find (true) and debug pole to make them easy to find. Then, run that setup on a test world, that way you can fly around and quickly tell if dungeons are generating naturally (/dldspawn is not a valid test for that).
Wow, fast response!I just wondered if there was a known compatibility / incompatibility before I started tinkering with the two. I'm using the forge version. I'll find out for sure over the next couple of days. Thanks for this awesome mod!
This is now available for Minecraft 1.10 -- easiest update ever, it required no changes to the code at all (though I did change the info data to fit the new version).
I would like to say as a modpack manager/maker, thank you for actually explaining the config options. It is so flustering when the config is unclear. As a side note, I am trying to use the Artifacts mod in chests and am not sure if I am annotating it correctly.
Hi. Can I add this mod to an existing world? I was trying to install other similar mod, but thre was no modded lut only vanilla. And if I can install, how to find new dungeons of this mod?
1.8.10 conflicts with Custom Mob spawner, structure generation crash
And your dungeons always are generated near Roguelike Dungeons. They overwrite each other like this:
I don't usually use CMS, and haven't tested specifically with Minecraft 1.8.9 (I'm guess that's the game version if you're using mod version 1.8.10) -- but having tested some in putting together mod packs I've never had a problem with CMS. I guess I could test it specifically, but I can't imagine how or why they would conflict since this mod basically just places and removes blocks.
I've never noticed Doomlike and Rogueline dungeon overlaps being especially common, but it happens -- I have no way to test for what other mods are placing, and there are lot of them that do this (the old Walled Cities mod is especially bad). With large dungeons they are bound to overlap at times, sometimes its a mess, sometimes its pretty cool, and rarely they line up perfectly and merge into each other -- and I like finding hybrid / double dungeons. If this is too common you can make the frequency scale higher (few dungeons). I often play with a lot of dungeon / ruin producing mods and just make the dungeons of each type less common.
Unfortunately I don't have home internet right now, so there is a limit to how much I can do until next month when I'll be able to pay off my internet bills.
I'm working on a modpack, and this would be an excellent addition.
So, can I use this in my modpack?
Last I checked the mod creator is cool with it, been using it for a while.
That was a really long while ago though, so it'd probably be safer to ask the mod author if he changed it for some reason.
Really cool overlap between a Doomlike Dungeons entrance and a Floating Ruin (from the Floating Ruins mod):
Minecraft 1.7.10
Forge 1614
DoomlikeDungeons-1.8.10-MC1.7.10
[1.7.10]FloatingRuins-universal-1.7.10.r02
That is really cool indeed!
Is that a Mystcraft age though? I notice an odd black hole in the bottom right.
Rollback Post to RevisionRollBack
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 trying to add potions to loot chests, but I can't figure out how to add NBT tags.
Any tips?
Potions broke in Minecraft 1.9, and I've not had time to figure out the fix. Currently, you can only add damage values, there is no way to add NBT tags to anything in the files.
I don't even have home internet right now and life has been crazy. Maybe I'll get around to fixing this and adding a way include NBT next year, though I hate the added complications it will add to files.
For now, sorry. For now I have the potions removed from the loot for a reason.
I've been looking at this again. For a while I was a little burned out on modding, but I hope to be back to modding again soon -- I've started to miss this fun bit of hacking. The first thing I hope to do is add a way to include NBT tags; this should fix potions -- I just have to remember that's my first plan. Then probably an update to Minecraft 1.11. I should probably fix a few things that don't seem to hurt but are technically not right (such as the lack of a proper server proxy, and someone else has already hacked in event in a fork).
Beyond that I'm not sure. I've toyed with the idea of forking of a Doomlike Dungeons 2. This would basically be the same mod, but with some special blocks, and maybe mobs eventually. This mod would probably still update but recieve no new features. Basically, this would be the light-weight version, capable of running as a (Forge-based) server plug-in, and version 2 would be the heavy weight version requiring client-side installation to work (like a traditional mod). The first addition to that would probably be a kind of dim lava that would not stop spawners, since that would be easier and less laggy that trying to test for good locations for every spawner. Alternately, a light-resistance hardcore spawner could be made, though that would cause problems with things like torch runs.
(On the side I've been working on a small add-on for MineFantasy II that brings back some old MF1 blocks, and toying with a much bigger mod that would totally convert game play (but not actual mechanics) by procedurally generating madlib-esque action rpg adventures (building optional) --though I'm not sure I'm up the size and complexity of the second mod. Someone has asked for help with custom mods for a new mod pack, though I'm holding off until I'm sure I have time to follow through.)
Working on fixing potions / adding NBT use. This is trickier than it seems, since the when I designed the config formats I wasn't considering anything like this. I'll need to either create a more advanced file reader or add a new symbol to make it work.
It should, it works with most things -- I'd have to try to be sure. Also, I'm not sure if it would make a difference if its the Forge or Bukkit version of Terrain control.
EDIT: Do you know how to set up the config for debugging -- make the dungeons common (say frequency scale of 5 or 6 and 0 for spawn protection), turn on easy find (true) and debug pole to make them easy to find. Then, run that setup on a test world, that way you can fly around and quickly tell if dungeons are generating naturally (/dldspawn is not a valid test for that).
Wow, fast response!I just wondered if there was a known compatibility / incompatibility before I started tinkering with the two. I'm using the forge version. I'll find out for sure over the next couple of days. Thanks for this awesome mod!
This is now available for Minecraft 1.10 -- easiest update ever, it required no changes to the code at all (though I did change the info data to fit the new version).
I do not have internet for the foreseeable future, so apologies for any delay in responding to questions or problems.
I would like to say as a modpack manager/maker, thank you for actually explaining the config options. It is so flustering when the config is unclear. As a side note, I am trying to use the Artifacts mod in chests and am not sure if I am annotating it correctly.
gear, 7, Artifacts:artifact_diamond_helmet, 1, 1
gear, 7, Artifacts:artifact_diamond_boots, 1, 1
gear, 7, Artifacts:artifact_diamond_chestplate, 1, 1
gear, 7, Artifacts:artifact_diamond_leggings, 1, 1
gear, 7, Artifacts:artifact, 1, 1
Note: It works with other modded items, but the Artifacts mod seems to be having some trouble. (It also works with item ID dungeons.)
Hi. Can I add this mod to an existing world? I was trying to install other similar mod, but thre was no modded lut only vanilla. And if I can install, how to find new dungeons of this mod?
1.8.10 conflicts with Custom Mob spawner, structure generation crash
And your dungeons always are generated near Roguelike Dungeons. They overwrite each other like this:
I don't usually use CMS, and haven't tested specifically with Minecraft 1.8.9 (I'm guess that's the game version if you're using mod version 1.8.10) -- but having tested some in putting together mod packs I've never had a problem with CMS. I guess I could test it specifically, but I can't imagine how or why they would conflict since this mod basically just places and removes blocks.
I've never noticed Doomlike and Rogueline dungeon overlaps being especially common, but it happens -- I have no way to test for what other mods are placing, and there are lot of them that do this (the old Walled Cities mod is especially bad). With large dungeons they are bound to overlap at times, sometimes its a mess, sometimes its pretty cool, and rarely they line up perfectly and merge into each other -- and I like finding hybrid / double dungeons. If this is too common you can make the frequency scale higher (few dungeons). I often play with a lot of dungeon / ruin producing mods and just make the dungeons of each type less common.
Unfortunately I don't have home internet right now, so there is a limit to how much I can do until next month when I'll be able to pay off my internet bills.
Really cool overlap between a Doomlike Dungeons entrance and a Floating Ruin (from the Floating Ruins mod):
Minecraft 1.7.10
Forge 1614
DoomlikeDungeons-1.8.10-MC1.7.10
[1.7.10]FloatingRuins-universal-1.7.10.r02
Hello!
I'm working on a modpack, and this would be an excellent addition.
So, can I use this in my modpack?
Will ask stupid questions for food.
Last I checked the mod creator is cool with it, been using it for a while.
That was a really long while ago though, so it'd probably be safer to ask the mod author if he changed it for some reason.
That is really cool indeed!
Is that a Mystcraft age though? I notice an odd black hole in the bottom right.
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!
Yes, you can use this in a mod pack, as long as credit is given.
Alright, thank you!
Will ask stupid questions for food.
I'm trying to add potions to loot chests, but I can't figure out how to add NBT tags.
Any tips?
Potions broke in Minecraft 1.9, and I've not had time to figure out the fix. Currently, you can only add damage values, there is no way to add NBT tags to anything in the files.
I don't even have home internet right now and life has been crazy. Maybe I'll get around to fixing this and adding a way include NBT next year, though I hate the added complications it will add to files.
For now, sorry. For now I have the potions removed from the loot for a reason.
The common.cfg file in the 1.10 version seems to come with some Git stuff.
On line 81:
I've had to fix things like this before. I'll see about fixing this as soon as I have home internet again.
Thanks.
I've been looking at this again. For a while I was a little burned out on modding, but I hope to be back to modding again soon -- I've started to miss this fun bit of hacking. The first thing I hope to do is add a way to include NBT tags; this should fix potions -- I just have to remember that's my first plan. Then probably an update to Minecraft 1.11. I should probably fix a few things that don't seem to hurt but are technically not right (such as the lack of a proper server proxy, and someone else has already hacked in event in a fork).
Beyond that I'm not sure. I've toyed with the idea of forking of a Doomlike Dungeons 2. This would basically be the same mod, but with some special blocks, and maybe mobs eventually. This mod would probably still update but recieve no new features. Basically, this would be the light-weight version, capable of running as a (Forge-based) server plug-in, and version 2 would be the heavy weight version requiring client-side installation to work (like a traditional mod). The first addition to that would probably be a kind of dim lava that would not stop spawners, since that would be easier and less laggy that trying to test for good locations for every spawner. Alternately, a light-resistance hardcore spawner could be made, though that would cause problems with things like torch runs.
(On the side I've been working on a small add-on for MineFantasy II that brings back some old MF1 blocks, and toying with a much bigger mod that would totally convert game play (but not actual mechanics) by procedurally generating madlib-esque action rpg adventures (building optional) --though I'm not sure I'm up the size and complexity of the second mod. Someone has asked for help with custom mods for a new mod pack, though I'm holding off until I'm sure I have time to follow through.)
Working on fixing potions / adding NBT use. This is trickier than it seems, since the when I designed the config formats I wasn't considering anything like this. I'll need to either create a more advanced file reader or add a new symbol to make it work.