Russian tranlation by ZaratUshtrA_2_0
Revised castles generation, fixed some generation bugs, added more variation.
Fixed a bug reading biomes and dimensions.
Added some new rooms. Nether/end/interdungeon portal rooms
Fixed brewing stand crash.
Reexported dungeons to fix a crash on SMP when generating them.
Daggers backstab multiplier is applied to user strenght instead of weapon damage.
Changed heavy boots for spiked gloves(chestplate, low defense, increased strenght), and added a heavy diamond set.
Bull helmet has a new special hability(sprinting).
Fixed some buffs with armor attributes.
Increased range for spears basic attack(left click). Mecha golem has reduced attack speed when ridden, and to summon you have to click on an iron tower with the spawner item.(Just like vanilla golem).
Reduced bullets base damage from 8 to 6. A new mob class, gladiator, uses a sword on each hand and have a spinning attack. German translation thanks to Vexatos
Walker king has a chance to spawn with Morning Shine sword & shield
A new renderer for player, for thirth person two handed swords and shieds. Can be enabled via config, can cause problem with other mods overriding player renderer.
Defensive swords(morning, moonlight, waker sword, wind sword) rewritted. Now include a shied, and while blocking it will add food saturation instead of dealing damage when attacked. Skeletons apply withter effect on nether, necromancer also turns wither on nether increasing his spell power and gaining some new spells.
Dungeon name should appear in crash logs .
New floor generator. Allows more complex room decorators and creates a path between rooms. Applied to castles and skyscrapers/skyscraper grid, also revised the generation of both.
New rooms: jail, dinning room.
Boss items if nearby to expire will return to the original owner instead of despawning.
Pigmen swim on lava.
Mobs return home(spawner place) if their target it's dead/not found and they are far.
Mobs alert their captain if they find hostile targets in range.
Armor stand and table saving items to NBT correctly.
Fixed a bug with golden feather healing player.
Some new decoration blocks(WIP).
Added a mercenary controller. (Like mercenary controller but for Mecha golems only)
Fixed world generation crashes with tileEntities.
Fixed FPS drops caused by goblins.
Better AI for some ranged mobs.
Better AI for mob teams.
Reduced base damage on most of the basic mobs.
Premade dungeons(ships castles) now have the spawning chunk on the center.
Added a support structure on surface templates(castles, snow castles)
Fixed a bug with mecha golem targeting owner if isn't in a team.
Some tweaks in config files.
Morning shine and Moonlight add weakness effect(1) on hit, both and wind sword increased defense while blocking.
Fixed crash placing maps.
ControlledAI (Mercenaries AI) applied to most of the human based mob if their captain is a player.
Fixed a SMP crash with grenades.
Fix with default mob spawning only Walkers.
New recipe for bullets: gunpowder+ingot
DimensionID in dungeon config can be a list of ids, separated by ","
Fixed a bug with volcano "oreChance" not reading value from config file.
Changed cloud boots jump(+1block hight, extra speed on air, removed potion effect particles). New room decorators(magic room, flags room)
Some changes on mob targeting.
Mobs in your same team display a health bar and name.
Updated language files.
Castle generators modified, now clears the "smooths" the sorrounding area, if minium size it's not reached will generate extra segments.
Some changes to the mercenary controller(test only). Some of the functionalities have been extended to most human mobs added by the mod(need to be on the same scoreboard team).
Pointing to an allied entity, will set it as captain.
Pointing to a suitable mount, will try to ride the mount.
Explore to see changes!
Installation and configuration guide:
Required: Minecraft forge Instalation: Install the last version of forge
Copy the content of the folder in the downloaded zip into your .minecraft folder, like that:
Dungeons config: most of the dungeons have a config file in the .minecraft/Chocolate/DungeonConfig folder. There you can set the chance and the biomes for each dungeon. The options are explained on each dungeon file. A list of biomes in Biomes o' Plenty thanks to SamSJester
General options can be tweaked at the main config file(dungeons separation, mobs per spawner...).Also some dungeons generated on each chunk can be toggled on/off int the main config.
To have other mod items, or just your desired items in chests, go to .minecraft/Chocolate/ChestConfig file and look the files in there, each file represent a kind of chest, open any file and look in the comments how to add new items.
My game is crashing, can you fix it?
I can probably fix it, but I need some information first, first you need a crash report(if your post doesn't have the crash report, it will be ignored), some information about how it happened will also help, and the mod version. "X" mob is acting very strange, and seems to bug. What's wrong?
First of all check what version are you using, if you are using an older version, update. If the problem presists, write a reply and report what's wrong. Its this mod compatible with 'X'?
This mod its compatible with almost all mods. But may act weird with other mods generating structures. Can I disable "X" feature in the mod?
Probably, yes. Check the configuration file, I've tried to make everything configurable. How can I add objects to the dungeons chests? You can find this information on the Installation spoiler. How can i stop "X" dungeon to spawn?
In the dungeon config, set the chance to 0. Mobs are not spawning from spawners, how do i fix it? This mod adds special "one use" spawners, these spawners spawn a mob and then disappears. If you are in creative mode, the spawners will not work unless you switch to Survival or Adventure mode.
Castles: premade castles,normally with underground dungeon. Spawn in plains.
Ice plains castles: premade castles, spawn in snowy biomes
Ice caves: spawn under snowy biomes
Deep jungle caves: big caves with many vegetation. Spawn under jungle biomes.
Strongholds: spawn in taiga biome. This dungeon is built with a set of premade rooms.
Volcano: spawn in mountains
Better dungeons: spawn underground in any biome.
List of mobs:
"Human" mobs, they look human like, type depending in biome.
There are different classes:
Armored: scales their hp and attack depending on the dificulty and the armor/weapon they wear. Basic warrior: basic close combat unit.
Archer: basic ranged unit, equipped with a bow.
Grenadier: medim ranged unit, equipped with a sword and grenades.
Healer: equipped with a healing staff will heal hurt mates!
Defender: with sword and shied, specialist in defense, while blocking they take reduced damage and reflects arrows.
Hookman: equipped with a hookshot, will try to pull away targets launching the hook.
Spearman: uses a spear, long range and knokback, specially effective agains rider units.
Berserker: Equipped with a big sword, be careful with them at close range.
Ninjas: equipped with a dagger, deal extra damage from behind. Watch your back!
Bannerman: equipped with a banner. Not a big deal alone, very dangerous in groups. Gives speed, attack and defense to nearby allies.
Bosses: Spider boss: you can find them in jungle caves. Necromancer: its the special of the skeletons, live in castles, its protected by an horde of skeletons. Have 3 diferent attacks: normal attack its a basic mele attack, cause confusion; Vampiric ball, a proyectile, heal the caster if the ball collides with any entity; Summon skeleton, summon a skeleton near him, the damage the skeleton does its returned to the necromancer as health. Liche: a semi-death necromancer who gave his life to dark rituals, there creatures are dangerous, have more powerful versions of the necromancer attacks, and extra spells. Pig mage: a mage pigman, have more powerful versions of the necromancer attacks, and extra spells based on fire. King pirate: the king of the pirates, open your eyes fighting him, he will trick with your vision.
Other: The Exterminator prototype: its one of the biggest secrets of dwarves, you can find it at the end of their dungeons. But it is a prototype, may not work very well. Walker boss: an expert defender and hunter. Attacks with small tornadoes, and his sword. Also have a powerful shied capable of block most of the damage if its blocking. Don't aproach if you are not sure you can beat him.
Revolver: can be found in dungeons. Shoots bullets Bullets:
Golden feather: Can be crafted or inside dungeon chests. Prevents falling damage.
Grappling hooks: right click to shoot a hook. Right click again to remove it.
Hookshoot: basic grappling hook, small range
Longshoot: longer range than hookshoot.
Manualshoot: longer range introduces manual reel. (Sneaking reduces reel, jumping releases it)
Spiderhook: longer range and improved manual reel. (Sneaking lauches you to the hook)
Can only be obtained defeating the spider boss.
Cursed bone: right click to summon a allied skeleton. Dropped by mages(necromancer, liche, pig mage)
Mojang team: Obviosly.
And for all of you who give me feedback, thank to you we can play with balanced mobs and bugfree.
Building exporter, customize your dungeons
The dungeon exporter its an internal option of the mod.
To enable it go to the main config file and set the line "exporterEnabled" to 1 (enabled).Once this it's done you may need to change some block ids, as the mod will register a few new blocks.
Exporter block: the main block to export the dungeons. Place it and it will mark an area. Right click on it to open a gui that allows to export the dungeon inside the defined area, or modify the area size.
One of the most important blocks to export the dungeon. At werld generation time this block will be skipped, and will keep the original block in the world. I use it for castles sides, or in caves instead of using stone. You can check the map of the original dungeons to view examples. You can also remove the dungeon and keep only the base to use on your dungeons. Here is the map.
Mob blocks: those blocks will become one-use spawners at world generation. The mob depends on the mob line in the dungeon config. And the class (Archer warrior, boss... depends on the block). There are 4 types:
Warrior: the most common, spawnins a basic melee mob.
Archer: spawns a ranged mob.
Special: spawns a harder warrior, in better dungeons mob a warrior with a special class(spearman, berserk...)
Boss: spawns the boss of the current mob type.
Boss block: This block will directly spawn a boss at world generation.
Chest block: will become a chest filled with the items based on each chestConfig file. Common chests are vanilla chests.
Some special rules:
Spawners: if the entity to spawn it's a pig, the spawner will be randomized.
Dispensers: if they are exported empty, they will be autofilled with arrows/fireballs.
Chests: will be filled with items from the common chests list.
Furnaces: randomized inventory.
Redstone: to prevent bugs, don't export enabled "timers", and set buttons to "off".
Now to the exporting time:
First of all create a folder named "test" into ".minecraft/Chocolate/Building/ (your exported templates will be placed here)".
And then add a file with this content into your .minecraft/Chocolate/DungeonConfig/ folder:
#none: to prevent it from spawning in the world
biomes = none
chance = 10
mob = none
icon = 5
builder = templateSurface
folder = test
underGroundOffset = 0
This will create a new item in the dungeos tab, that you can use to spawn your dungeons.
Right click on the exporter block and clicking into export will generate a new template at ".minecraft/chocolate/exporter/template."
Copy that into ".minecraft/chocolate/builder/test/"
And now you can use the item created previously to spawn your dungeon manually into the world.
Or tweak the file to have it spawning into the world.(Look at castles, or ships configs for examples. Castles spawns in the surface, ships spawn at a fixed "Y" position).
Templates/Folders in default dungeons:
pigcity/: Uses 15x15 templates, entrance must be at 8th position, and is recommended to leave at least 1 block to be able to walk around the building. No more than 20 high or the game will crash. To keep in style with the architecture it's recommend to use nether bricks to build them.
swampCaves/: Uses 15x15 templates, no pre-defined entrance. Recommended to leave holes at the sides. Can crash the game if the height is more than 20.
desert/: Uses 15x15 templates by default, can use any size. They are pasted in the overworld, at the best estimated height. Requires an entrance to underground from block 7 to 9, example:
You can extend it, but the entrance must be at the same position(7 to 9, not the center) recommended to use sandstone to build for this folder. These buildings are entrances for desert mazes.
dungeons/base/: Same as desert, but recommended to build with stone. These are overworld structures in taiga biome, entrance of the strongholds.
dungeons/dungeonRooms/: The folder depend on the direction of the rooms, you can use this image as a guide or download the templates map to view all the examples.
Next version folders:
ships: No size limit. Will spawn on oceans at layer 61(base ocean layer - 3). Those -3 blocks represent the submerged part of the ship, and it's recommender to fill them with water or the "null block" (see blocks explanation).
castles: No size limit. Will spawn on plains at the best estimated layer overworld - 20. Requires 20 blocks underground (a little dungeon or filled with null blocks). Castles with more than 70 in height (including underground portions) can prevent the top blocks from be copied if they exceed the max map height (127) while pasting, but will not crash the game.
The map I used to build, filled with empty templates, and mod buildings:
Link. (Requires exporter enabled in the config file, and the default exporter block ids)
If you want to help there is a list of what I need for the mod:
Sounds: mob phrases, or anything you think the mod its missing.
Custom buildings: the mod have a good amount of buildings, but the more variation the better. Or, if you appreciate my work, you can donate to me with this button:
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted in other modpack as long as they provide a link back to this post.
ChE_clarinetist: edited, thanks for the advise.
Meta98: will make it more rare next version, set chance to 1 in config.
kanokarob: just wait to minecraft final release, it requires modloader, and if it's not updated i cant do it.
This is a very good start. make sure to find a very good default configuration setting. as may rooms and paths close to each other as shown in the images now are just too much. 1 block thick walls in large dungeons are too thin if there are creepers or traps planned.
the small dungeons in the first image look just about right.
Add furniture, floor-types (with alternating tiling patterns), torches, doors (metal doors with levers not always on both sides) and paintings, all with their rarity configurable.
traps are good, but at first add some code to use more materials for floors and walls, or traps will be spotted way too easily.
hollow places with no connection to the outside must be filled with rock or dirt, if there was air water or lava in that place before.
and please, make sure that there is little to no water flowing trough the dungeons and that most paths are at least 3 blocks high. water in low areas is not only very annoying, not too realistic, it also lags the hell ot of the game for larger dungeons because all mobs constantly jump in the water and move a lot more.
Hullo, my name is Firespread. Sir Firespread, if you please. I'm naturally American and English is my native language, but I'm about 40% Russian, 20% French/German/Spanish/English, 10%Irish, 10% Israeli, 10% From every other developed country on earth, and 10% American.
So I guess you could say I'm Russian, even though I know none of the language. I do know some French, however. Anyway, I'm Sir Firespread, And I'm here to help. And rant.
username_not_taken: added floor, I wont add torches player must do it! and torches = less mobs.
Does this mod make dungeons more common? Yes, its configurable
How difficult are they? Depending on your skills
Uptdated to v0.2, can someone tell me how to put images in spoiler?
twannie1997: thanks, more lvl will be added in later versions, im working in a new algorithm to generete dungeons, im not happy with the current, it makes more mazes than dungeons, the new generator will include levels, entrance, and basically a more linear dungeon, with maybe a final boss at the end, like a resized, and op zombie, something easy till final minecraft uptade.
And yes, drop its configurable, default from dungeons, gold ingots(rare), + diamonts(very rare) and config file items
This mod is not usable if you have any ore generating mods install ... the ores from the other mods are generated AFTER
your dungeons are (I am using industrial craft and Red power, both generate ores)