This mod is inspired by super-hostile maps and roguelike dungeon crawlers. With the added insanity of destructible/buildable terrain. Fundamentally the gameplay is vanilla, with the changes mainly being to the world generator.
Description
Roguelike Dungeons is a mod that generates large underground dungeon structures which have a procedurally generated layout and loot.
Does this need Forge? Mod Loader? What's its compatibility with other mods?
It's a stand-alone mod. Just load it into a jar and you're good to go.
It should only conflict with another mod that replaces basic mob spawner logic. If you run into compatibility issues let me know. If there's enough interest I may make it forge compatible or whatever it is people want.
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Thanks. I think a forge-compatible version would be most appreciated.
What is your stance on adding your mod to mod packs if compatibility issues are low? Just curious since I'm going to test the mod out with some others and possibly run a private, invite-only, server with it added if I like it.
Thanks. I think a forge-compatible version would be most appreciated.
What is your stance on adding your mod to mod packs if compatibility issues are low? Just curious since I'm going to test the mod out with some others and possibly run a private, invite-only, server with it added if I like it.
I'm totally cool with having it added to mod packs. This is almost exclusively a world gen mod that uses vanilla items and blocks. I suspect there won't be much in the way of compatibility issues. Aside from removing ore from terrain generation.
The other "problem" could be that it depends on a world type, but that can be removed for mod packs.
Wow, this is really fantastic; I've been looking for mods like this for ages.
Do you have any changes planned for the future? Maybe adding more room types and more traps in the dungeon code generation, maybe something where every sort of material can be found underground, even some dirt/grass rooms or sand rooms or swamp rooms and you can basically try to live and do everything entirely in the dungeons?
Is there / Can you add a configuration file to be able to add creatures from other mods to the spawners, and put in extra loot from other mods in the dungeon rewards? Prehaps even give some ability to make your own rooms for the dungeons?
All that is probably fantastically complicated, so I'm just throwing my ideas out there... If you could manage the configuration parts, it would basically turn this mod into a must-have for me. In the meantime, its just fairly desirable... Which still means its an excellent piece of work! (assuming its forge compatable. I can't test now, but I would be pretty bummed if it edits similar files or the like.)
Wow, this is really fantastic; I've been looking for mods like this for ages.
Do you have any changes planned for the future? Maybe adding more room types and more traps in the dungeon code generation, maybe something where every sort of material can be found underground, even some dirt/grass rooms or sand rooms or swamp rooms and you can basically try to live and do everything entirely in the dungeons?
Is there / Can you add a configuration file to be able to add creatures from other mods to the spawners, and put in extra loot from other mods in the dungeon rewards? Prehaps even give some ability to make your own rooms for the dungeons?
All that is probably fantastically complicated, so I'm just throwing my ideas out there... If you could manage the configuration parts, it would basically turn this mod into a must-have for me. In the meantime, its just fairly desirable... Which still means its an excellent piece of work! (assuming its forge compatable. I can't test now, but I would be pretty bummed if it edits similar files or the like.)
Glad you like it.
I plan to add more rooms, yes. The room generation is modular, it's easy to add them, and i've recently created a set of tools that makes it easier.
Interesting idea... hopefully? I don't see why not.
I haven't done anything with forge yet. But i'm looking into it since everyone seems to want it. I don't think it'll be an issue to make it compatible. This is mainly a world gen mod and doesn't interact much with the core game.
I'm going to keep my eye on this mod until other mods are updated. I have a few ideas for a pack but want to wait and see if other mods that I want to use will work with it. I still wish there was a forge version for client/server of mcmmo. I think that it would add to the experience of this mod a lot.
I have a problem...
when i try to download it it tells me that the webpage has restarted and that the main source for the download has crashed.
how do i fix this? its my computer problem? i wanna try off this mod!
It's a stand-alone mod. Just load it into a jar and you're good to go.
It should only conflict with another mod that replaces basic mob spawner logic. If you run into compatibility issues let me know. If there's enough interest I may make it forge compatible or whatever it is people want.
I would assume this would also conflict to mods that affect the world's generation, like BWG4. Have you tested that?
When I update, this is the first mod I will get as long as it's Forge compatible
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Roguelike Dungeons
Released: July 31st, 2013
This mod is inspired by super-hostile maps and roguelike dungeon crawlers. With the added insanity of destructible/buildable terrain. Fundamentally the gameplay is vanilla, with the changes mainly being to the world generator.
Description
Roguelike Dungeons is a mod that generates large underground dungeon structures which have a procedurally generated layout and loot.
Download
Dev Releases
If you're interested in trying out pre-releases and helping spot bugs, check out the latest releases on github
https://github.com/Greymerk/minecraft-roguelike/releases
Legacy Downloads
Earlier Minecraft versions here:
http://www.curse.com/mc-mods/minecraft/221585-roguelike-dungeons#t1:other-downloads
Modpacks
Go for it, consider this open permission.
Derived work
If you feel like you need to change something, or you just want to fool around with the code, feel free to fork me on github.
Documentation
https://github.com/Greymerk/minecraft-roguelike/wiki
Links
GitHub: https://github.com/G...craft-roguelike
Youtube: http://www.youtube.com/user/Greymerk
Twitter: https://twitter.com/greymerk
It's a stand-alone mod. Just load it into a jar and you're good to go.
It should only conflict with another mod that replaces basic mob spawner logic. If you run into compatibility issues let me know. If there's enough interest I may make it forge compatible or whatever it is people want.
What is your stance on adding your mod to mod packs if compatibility issues are low? Just curious since I'm going to test the mod out with some others and possibly run a private, invite-only, server with it added if I like it.
I'm totally cool with having it added to mod packs. This is almost exclusively a world gen mod that uses vanilla items and blocks. I suspect there won't be much in the way of compatibility issues. Aside from removing ore from terrain generation.
The other "problem" could be that it depends on a world type, but that can be removed for mod packs.
[img]
I added a few screenshots
Do you have any changes planned for the future? Maybe adding more room types and more traps in the dungeon code generation, maybe something where every sort of material can be found underground, even some dirt/grass rooms or sand rooms or swamp rooms and you can basically try to live and do everything entirely in the dungeons?
Is there / Can you add a configuration file to be able to add creatures from other mods to the spawners, and put in extra loot from other mods in the dungeon rewards? Prehaps even give some ability to make your own rooms for the dungeons?
All that is probably fantastically complicated, so I'm just throwing my ideas out there... If you could manage the configuration parts, it would basically turn this mod into a must-have for me. In the meantime, its just fairly desirable... Which still means its an excellent piece of work! (assuming its forge compatable. I can't test now, but I would be pretty bummed if it edits similar files or the like.)
Glad you like it.
I plan to add more rooms, yes. The room generation is modular, it's easy to add them, and i've recently created a set of tools that makes it easier.
Interesting idea... hopefully? I don't see why not.
I haven't done anything with forge yet. But i'm looking into it since everyone seems to want it. I don't think it'll be an issue to make it compatible. This is mainly a world gen mod and doesn't interact much with the core game.
http://www.minecraft...avanna-update/#
when i try to download it it tells me that the webpage has restarted and that the main source for the download has crashed.
how do i fix this? its my computer problem? i wanna try off this mod!
Alchemist's RPG, the Dynalith Team's awesome WIP mod. Support us by clicking it! (I know you wanna!)
I would assume this would also conflict to mods that affect the world's generation, like BWG4. Have you tested that?
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.