Version 1.9 of the mod is out[/b]. It add a new theming / config file for creating custom NBT tag that can be added to loot items -- this also means potions are back (but you will need to update chests.cfg to use the new NBT based system). Also, the mod will now throw its own custom Forge events, thanks to Charles "frodare" Howard who added this feature.
I have back ported the latest version to Minecraft 1.7.10 (which is the most popular game version for this, based on downloads); I probably won't be back porting to any other versions, since few people actually download those.
There is a good chance this will be the last version of Doomlike Dungeons I[/b]. If I keep working on this it'll probably officially be Doomlike Dungeons II. The reason is that if I do more I'll probably take things in a different directions and do more traditional modding. So far this has been basically a Forge based server plugin -- it works fine in single player, but can be run on a server without being installed on the clients. This requires some limits, in that things like adding new blocks or mobs requires installation on the client. You could think of Doomlike Dungeons I as the lightweight version, while Doomlike Dungeons
II (if I make it) would slightly more heavy-weight and require installation on clients in multiplayer. This is because it would add Doomlike liquids (nukage, sludge, devil blood, and dim lava), probably a doomed (dungeons) dimension, and maybe a few mobs or items(?). That's if I feel like continuing this -- there are other things I'd like to work on as well.
There is now a version for Minecraft 1.11, which seems to work fine, though some of the coding (specifically, finding items) is more hacky than I'd like (for now at least).
This is now a dead mod (or abandonware, if you prefer).
After waiting half a year to fix things that should have been fixed a year before that, and now not really even playing the game much, and having done basically what I wanted to do, and getting tired of this, I think its time. No more talking about hypothetical features that I'll probably never do or promising future updates I may or may not do, or may not do quickly. Thank you for all the support and appreciation to those who enjoyed this mod since it began three years ago back in the spring of 2014. Everything should be good until Minecraft 1.12 or more become common for mods. All the source is on GitHub if anyone want to update this or make their own changes. This is probably a long delayed goodbye to the world of Minecraft, which I found four years ago and took up more of my time than any game should for the first couple. And to those still playing this, have fun!
(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?
Appreciate not only the great contribution you made to the game that I've enjoyed but for the honesty about closing it down. I know I do the same thing with stuff. Enjoy life and if you make more stuff, that's great too!
Thank you for all your hard work. And thank you for leaving the mod in a nice finished state. To be honest, I think this mod does everything that it needs to do.
The [DEAD] in the title is a bit too negative. Being no longer updated does not prevent this mod from being alive.
Thank you for all your hard work. And thank you for leaving the mod in a nice finished state. To be honest, I think this mod does everything that it needs to do.
The [DEAD] in the title is a bit too negative. Being no longer updated does not prevent this mod from being alive.
Actually, that's basically what I was thinking -- I don't think new features (room types, etc.) would make the mod any more fun, just add more lag for no good reason.
I did changed [DEAD] to {INACTIVE / COMPLETE] -- a more positive way to put things, I guess.
Actually, that's basically what I was thinking -- I don't think new features (room types, etc.) would make the mod any more fun, just add more lag for no good reason.
I did changed [DEAD] to {INACTIVE / COMPLETE] -- a more positive way to put things, I guess.
I Hope on the future someone revives this mod,until then i want you to know that you made a really good mod and i had great time with it.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
I may go ahead and update another time or two -- I just don't want to make any promises. I don't see any new room types or things like that being added, though; it's basically done.
I may go ahead and update another time or two -- I just don't want to make any promises. I don't see any new room types or things like that being added, though; it's basically done.
I agree this mod is basically done.
It doesnt need nothing more as it is ok the way it is.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
This will probably be updated to 1.12 when Forge updates. However, based on changes in block representation Mojang has announced for 1.13 that will probably be the last time (unless they or Forge adds an easy way to get BlockStates directly from strings, which hasn't happened yet -- or a lot of sub-blocks become their own blocks). So, 1.12, yes, but that is probably the real end of the line.
EDIT: I've read more about what Mojang is supposedly working on -- and many sub-blocks may become their own blocks, making this simpler by not needing metadata or BlockStates, so we'll just have to wait and see. Concern about not having access to variant blocks in a way that worked easily with theme files is one of the main reasons I declared this mod "dead."
I don't want to start reverting / regressing features.
Add Mars, Deimos and Phobos dimensions and have the structures.
Probably not -- there is already a mod that adds Mars. It would also make it less flexible in fitting with some other mods and some modpacks. I did try to add a dungeons dimension where you could teleport to a new dungeon each time (basically), but I've had trouble getting dimensional travel to work right -- though an all dungeon world type is an idea I've played with. Note that the dimension would have either been an add-on or officially "Doomlike Dungeons II," since it would break the ability to run the mod as a server-side plug-in as I now can be.
The things I'm most like to add next would be multi-level dungeons, since everyone assumes they exist anyway. The maybe the ability to configure special trophy items (right now they are hard-coded as the vanilla music discs). If I get adventures experimenting with a proper per-chunk generation might be next (right now they are built all at once, and force new chunks to generate to hold them.
Sorry, but adding those dimensions would just make more sense as an add-on or separate mod, at least as far as what this was really supposed to do (make the retro-style layout, but make if so it can fit any setting).
Yea I understand. Maybe in future you could make them spawn on Galacticraft / Advanced Rocketry / Solar System Mod / Elemental Rockets planets.
I haven't tested it, but it should already work with those mods, if configured right. You'd have to add their dimensions to the white list for dungeons and make themes for the biomes they use. That was part of the design -- to be easily customized to different settings and modpacks. I tried to make the themes as easy to edit as I could.
I even started putting together a small mod pack based on that, but had trouble finding a guns mod that worked well with random loot chests (because the ammo and guns you got often didn't go together), so I stopped.
And I have considered making a small mod that would add blocks based FreeDOOM, which might help if I get around to it. (Galacticraft Mars didn't have many blocks when I looked at it before.)
A 1.12 version now exists. I've also started working on a version that would be able to create multilevel dungeons, though I don't know if or when I'll finish a version of it, as my interest wanes. But for now it's still single-level only, with the current version (1.9.2) now out for Minecraft 1.12.
I have internet again, and a fresh new update for Minecraft 1.12.2 is now available on Curse / CurseForge (as soon as they approve it at least). In the mean time I've been thinking about a new mod version -- I've concluded that the small and tiny dungeons need to reballancing (the spawners are too close together, making them much harder than large and huge dungeons -- less a challenge and more a frustraction with mobs that keep coming and coming).
I've also started working on a heavy-weight counterpart to this, since not everyone has Lycanite's Mobs and Dungeons Mobs is stuck in 1.7.10 -- you really need modded mobs for these dungeons to show their potential, so a second mod that has some mobs and blocks of its own might be a good idea. Then I have so many other projects and ideas, that I don't know how well I'll do at finishing it.
Version 1.10 of the mod is out. This fixes a long standing design flaw in which spawners are placed in entirely in terms of rooms without considering the size of the rooms or the dungeon as a whole. This led to smaller dungeons (which have smaller rooms) to have too many spawners crammed into too small an area. The new version will thin out excess spawners to make smaller dungeons more like larger ones in terms of spawner density (this does effect loot, which is influenced directly by the spawneres). If you don't like this there is an option in the config skip this and keep the small dungeons jam-packed. Also, the config file is now internally documented, so you shouldn't need to the forum page or write me to figure out what the options mean.
In the mean time I've started several other projects (both mods and, hopefully if I can finish them) games -- if I can stay motivated I should have my first Android ap ("Ship Swarm Shoot-Up") out soon, and then there are some other mods I started on and hopefully will get back too. It seems this mod is basically done except for game version updates (and a technical fix I'd rather fix in a sequel since it doesn't really hurt anything).
I wanna ask: Will you at least sometimes update mod for 1.7.10 MC version? It is still very live.
Maybe. I started too, but was getting burned out on copying coding over and over between versions (git can do this, but sometimes breaks things too, so fixing that would balance out). Until now I've made a point to support 1.7.10, since I know many mods and modpacks are stuck there.
I have started on a potential sequel or heavy-weight counterpart to this mod (more likely that later, as I will probably maintain this as a lightweight mob regardless), This will be available ???? -- I have a variety of projects, and changes on the horizon that are likely to reduce the amount of time I can work on any of this, but hopefully a more advance mod with its own blocks and mobs, and perhaps more dungeons types, is under development now:
Version 1.9 of the mod is out[/b]. It add a new theming / config file for creating custom NBT tag that can be added to loot items -- this also means potions are back (but you will need to update chests.cfg to use the new NBT based system). Also, the mod will now throw its own custom Forge events, thanks to Charles "frodare" Howard who added this feature.
I have back ported the latest version to Minecraft 1.7.10 (which is the most popular game version for this, based on downloads); I probably won't be back porting to any other versions, since few people actually download those.
There is a good chance this will be the last version of Doomlike Dungeons I[/b]. If I keep working on this it'll probably officially be Doomlike Dungeons II. The reason is that if I do more I'll probably take things in a different directions and do more traditional modding. So far this has been basically a Forge based server plugin -- it works fine in single player, but can be run on a server without being installed on the clients. This requires some limits, in that things like adding new blocks or mobs requires installation on the client. You could think of Doomlike Dungeons I as the lightweight version, while Doomlike Dungeons
II (if I make it) would slightly more heavy-weight and require installation on clients in multiplayer. This is because it would add Doomlike liquids (nukage, sludge, devil blood, and dim lava), probably a doomed (dungeons) dimension, and maybe a few mobs or items(?). That's if I feel like continuing this -- there are other things I'd like to work on as well.
There is now a version for Minecraft 1.11, which seems to work fine, though some of the coding (specifically, finding items) is more hacky than I'd like (for now at least).
Thank you for all you have given us!
* 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?
Appreciate not only the great contribution you made to the game that I've enjoyed but for the honesty about closing it down. I know I do the same thing with stuff. Enjoy life and if you make more stuff, that's great too!
Thank you for all your hard work. And thank you for leaving the mod in a nice finished state. To be honest, I think this mod does everything that it needs to do.
The [DEAD] in the title is a bit too negative. Being no longer updated does not prevent this mod from being alive.
Actually, that's basically what I was thinking -- I don't think new features (room types, etc.) would make the mod any more fun, just add more lag for no good reason.
I did changed [DEAD] to {INACTIVE / COMPLETE] -- a more positive way to put things, I guess.
I Hope on the future someone revives this mod,until then i want you to know that you made a really good mod and i had great time with it.
I may go ahead and update another time or two -- I just don't want to make any promises. I don't see any new room types or things like that being added, though; it's basically done.
I agree this mod is basically done.
It doesnt need nothing more as it is ok the way it is.
This will probably be updated to 1.12 when Forge updates. However, based on changes in block representation Mojang has announced for 1.13 that will probably be the last time (unless they or Forge adds an easy way to get BlockStates directly from strings, which hasn't happened yet -- or a lot of sub-blocks become their own blocks). So, 1.12, yes, but that is probably the real end of the line.
EDIT: I've read more about what Mojang is supposedly working on -- and many sub-blocks may become their own blocks, making this simpler by not needing metadata or BlockStates, so we'll just have to wait and see. Concern about not having access to variant blocks in a way that worked easily with theme files is one of the main reasons I declared this mod "dead."
I don't want to start reverting / regressing features.
Probably not -- there is already a mod that adds Mars. It would also make it less flexible in fitting with some other mods and some modpacks. I did try to add a dungeons dimension where you could teleport to a new dungeon each time (basically), but I've had trouble getting dimensional travel to work right -- though an all dungeon world type is an idea I've played with. Note that the dimension would have either been an add-on or officially "Doomlike Dungeons II," since it would break the ability to run the mod as a server-side plug-in as I now can be.
The things I'm most like to add next would be multi-level dungeons, since everyone assumes they exist anyway. The maybe the ability to configure special trophy items (right now they are hard-coded as the vanilla music discs). If I get adventures experimenting with a proper per-chunk generation might be next (right now they are built all at once, and force new chunks to generate to hold them.
Sorry, but adding those dimensions would just make more sense as an add-on or separate mod, at least as far as what this was really supposed to do (make the retro-style layout, but make if so it can fit any setting).
I haven't tested it, but it should already work with those mods, if configured right. You'd have to add their dimensions to the white list for dungeons and make themes for the biomes they use. That was part of the design -- to be easily customized to different settings and modpacks. I tried to make the themes as easy to edit as I could.
I even started putting together a small mod pack based on that, but had trouble finding a guns mod that worked well with random loot chests (because the ammo and guns you got often didn't go together), so I stopped.
And I have considered making a small mod that would add blocks based FreeDOOM, which might help if I get around to it. (Galacticraft Mars didn't have many blocks when I looked at it before.)
A 1.12 version now exists. I've also started working on a version that would be able to create multilevel dungeons, though I don't know if or when I'll finish a version of it, as my interest wanes. But for now it's still single-level only, with the current version (1.9.2) now out for Minecraft 1.12.
I have internet again, and a fresh new update for Minecraft 1.12.2 is now available on Curse / CurseForge (as soon as they approve it at least). In the mean time I've been thinking about a new mod version -- I've concluded that the small and tiny dungeons need to reballancing (the spawners are too close together, making them much harder than large and huge dungeons -- less a challenge and more a frustraction with mobs that keep coming and coming).
I've also started working on a heavy-weight counterpart to this, since not everyone has Lycanite's Mobs and Dungeons Mobs is stuck in 1.7.10 -- you really need modded mobs for these dungeons to show their potential, so a second mod that has some mobs and blocks of its own might be a good idea. Then I have so many other projects and ideas, that I don't know how well I'll do at finishing it.
Version 1.10 of the mod is out. This fixes a long standing design flaw in which spawners are placed in entirely in terms of rooms without considering the size of the rooms or the dungeon as a whole. This led to smaller dungeons (which have smaller rooms) to have too many spawners crammed into too small an area. The new version will thin out excess spawners to make smaller dungeons more like larger ones in terms of spawner density (this does effect loot, which is influenced directly by the spawneres). If you don't like this there is an option in the config skip this and keep the small dungeons jam-packed. Also, the config file is now internally documented, so you shouldn't need to the forum page or write me to figure out what the options mean.
In the mean time I've started several other projects (both mods and, hopefully if I can finish them) games -- if I can stay motivated I should have my first Android ap ("Ship Swarm Shoot-Up") out soon, and then there are some other mods I started on and hopefully will get back too. It seems this mod is basically done except for game version updates (and a technical fix I'd rather fix in a sequel since it doesn't really hurt anything).
Maybe. I started too, but was getting burned out on copying coding over and over between versions (git can do this, but sometimes breaks things too, so fixing that would balance out). Until now I've made a point to support 1.7.10, since I know many mods and modpacks are stuck there.
A new version for 1.7.10 is now out.
I have started on a potential sequel or heavy-weight counterpart to this mod (more likely that later, as I will probably maintain this as a lightweight mob regardless), This will be available ???? -- I have a variety of projects, and changes on the horizon that are likely to reduce the amount of time I can work on any of this, but hopefully a more advance mod with its own blocks and mobs, and perhaps more dungeons types, is under development now: