The Meaning of Life, the Universe, and Everything.
Join Date:
3/30/2012
Posts:
114
Minecraft:
XxMario27xX
Xbox:
Krytoniic Eye
PSN:
TroubledTurtle
Member Details
I want to host this on my server so me and my friends can play together and i want to know how do i set the generation settings so that the dungeons spawn.
I want to host this on my server so me and my friends can play together and i want to know how do i set the generation settings so that the dungeons spawn.
Looks like a nice mod but it would be awesome if it could follow forge's new way of modding which makes jar edits non exsistant. With the new system for loading mods with 1.6 forge it would kind of be annoying to have to have on modded jar just with forge then another one with forge and your mod. If you could either make it where it can go into the coremods or mods folder when using forge.
Looks like a nice mod but it would be awesome if it could follow forge's new way of modding which makes jar edits non exsistant. With the new system for loading mods with 1.6 forge it would kind of be annoying to have to have on modded jar just with forge then another one with forge and your mod. If you could either make it where it can go into the coremods or mods folder when using forge.
I'm working on it... if i can only figure out how forge works. It shouldn't take too long though. I've been working on this particular mod on and off for a couple years, but i'm totally new to forge.
Love the idea! One thing I would say though; I think you should make it generate around layer 50ish.
If the reason is to avoid surface protrusion of dungeon passageways, I may have other solutions to work around that. Depends though.. it's amusing to me how they do that. The only thing I actually don't like is when the dungeons generate into open water.
This looks like an amazing mod, I can't wait to play it when it's forge compatible. A few questions.
1. Does this remove all ore generation?
2. Would you be willing to add a config file where we could add custom loot, perhaps seperated into the different chests in different modules (or not)?
3. Would you be willing to add a setting to set maximum height that your dungeons generate?
4. Would you be willing to add a setting to set which biomes your dungeons can and cannot spawn in? (Would solve dungeons spawning in oceans, 2 birds 1 stone)
This looks like an amazing mod, I can't wait to play it when it's forge compatible. A few questions.
1. Does this remove all ore generation?
2. Would you be willing to add a config file where we could add custom loot, perhaps seperated into the different chests in different modules (or not)?
3. Would you be willing to add a setting to set maximum height that your dungeons generate?
4. Would you be willing to add a setting to set which biomes your dungeons can and cannot spawn in? (Would solve dungeons spawning in oceans, 2 birds 1 stone)
1. yes, that's something i added on a whim to try it out, and it works great for balance reasons if you're playing the mod on its own. Though I realize it's not optimal for using for standard play... that's not what this mod was designed for.
2. I'd be willing to. But it'd take a bit of doing. meanwhile i'm busy trying to figure out forge.
3. that's tricky, unless you wanted it to be orphaned from the surface, or for the tower to have a very deep stairwell. I'd need to get some feedback on how people would really like it to work. I personally wanted to use up as much space as I could to fill with dungeons.
4. I'm actually thinking to create biome specific dungeons at some point. similar to how villages generate biome specifically.
Why not remove the vanilla world gen all together and instead have 254 layers of stone in between 2 layers of bedrock?
After you get this mod working with forge of course.
(There really needs to be a mod that add a genetic trait system like in rouge legacy.)
Why not remove the vanilla world gen all together and instead have 254 layers of stone in between 2 layers of bedrock?
After you get this mod working with forge of course.
(There really needs to be a mod that add a genetic trait system like in rouge legacy.)
making it go from top to bottom like that was actually the first thing i tried doing.
When creating a world and selecting the world type (in more world options), there would be a new option (Other than Default, Superflat and Large Biomes)
I have so much fun playing with this mod ( recommanded by antvenom). This is very awesome! You give something similar to super hostile .
However , this is 1 thing I think it should change.
This is similar to super hostile right? However , the 1.6 feature seems annoying here . Everytime when I fight for zombies , the backwards always have other zombies here . The death is so much that it is impossible to play without Keep Inventory rule ( I mean without anything to start with).
The problem is the zombie in hard + wooden sword is too strong . If you only provide leather armmor in chests that's way not enough to beat it .
My opinion , change all leather loot in those dungeon to iron stuff . Change the iron ingot to diamond . Change all wooden stuff prehaps to stone and stone to iron . With this changes , you can basically beat it without mining . Play it like super hostile , grind That will make this mod more like a new world advanture / super hostile maps . I think that will be way more entertaining than . Since you give startup gear in each tower ( stone swords and wooden tools ) , you also want to make players can go through this dungeon without preparing.
You should put a version number in the title, and then the date of last update in the description. Just so people know when it was last updated and thus whether they are on the latest version.
EG:
Title: [1.6.1] ROGUELIKE DUNGEONS MOD [V 1.0]
Somewhere in the forum post: Version 1.0 - 02/07/13
Go here: http://dungeons.homelinux.org/
Scroll down until you see the instructions.
You're welcome.
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I'm working on it... if i can only figure out how forge works. It shouldn't take too long though. I've been working on this particular mod on and off for a couple years, but i'm totally new to forge.
If the reason is to avoid surface protrusion of dungeon passageways, I may have other solutions to work around that. Depends though.. it's amusing to me how they do that. The only thing I actually don't like is when the dungeons generate into open water.
I have a solution for that: Make Aqua dungeons.
1. Does this remove all ore generation?
2. Would you be willing to add a config file where we could add custom loot, perhaps seperated into the different chests in different modules (or not)?
3. Would you be willing to add a setting to set maximum height that your dungeons generate?
4. Would you be willing to add a setting to set which biomes your dungeons can and cannot spawn in? (Would solve dungeons spawning in oceans, 2 birds 1 stone)
Why do people keep asking for this?
1. yes, that's something i added on a whim to try it out, and it works great for balance reasons if you're playing the mod on its own. Though I realize it's not optimal for using for standard play... that's not what this mod was designed for.
2. I'd be willing to. But it'd take a bit of doing. meanwhile i'm busy trying to figure out forge.
3. that's tricky, unless you wanted it to be orphaned from the surface, or for the tower to have a very deep stairwell. I'd need to get some feedback on how people would really like it to work. I personally wanted to use up as much space as I could to fill with dungeons.
4. I'm actually thinking to create biome specific dungeons at some point. similar to how villages generate biome specifically.
with glass walls, like those undersea bases people like to make
OPEN THE FLOODGATES
After you get this mod working with forge of course.
(There really needs to be a mod that add a genetic trait system like in rouge legacy.)
making it go from top to bottom like that was actually the first thing i tried doing.
When creating a world and selecting the world type (in more world options), there would be a new option (Other than Default, Superflat and Large Biomes)
I have so much fun playing with this mod ( recommanded by antvenom). This is very awesome! You give something similar to super hostile .
However , this is 1 thing I think it should change.
This is similar to super hostile right? However , the 1.6 feature seems annoying here . Everytime when I fight for zombies , the backwards always have other zombies here . The death is so much that it is impossible to play without Keep Inventory rule ( I mean without anything to start with).
The problem is the zombie in hard + wooden sword is too strong . If you only provide leather armmor in chests that's way not enough to beat it .
My opinion , change all leather loot in those dungeon to iron stuff . Change the iron ingot to diamond . Change all wooden stuff prehaps to stone and stone to iron . With this changes , you can basically beat it without mining . Play it like super hostile , grind That will make this mod more like a new world advanture / super hostile maps . I think that will be way more entertaining than . Since you give startup gear in each tower ( stone swords and wooden tools ) , you also want to make players can go through this dungeon without preparing.
Hope this helps.
EG:
Title: [1.6.1] ROGUELIKE DUNGEONS MOD [V 1.0]
Somewhere in the forum post: Version 1.0 - 02/07/13