I have a question, can you make the laudanum give regen 2 for 10 seconds or instant health 2? (i like the laudanum for 1.6.4, and it makes me sad that the laudanum now in 1.7 is just nausea)
it's just a bug with the change over to 1.7. i'll fix it when we get forge for 1.7.10
This. So much this. I have a hard pack with iguanas tweaks, and I'd like to remove any chest loot that could break progression like iron.
You're going to want to clear the ORE loot category and then add in the ore loot you want to replace it with. You can put whatever you want in there.
Just use the demo config I provided as a starting point and change stuff around.
But people could just melt down armor and weapons in a smeltery for things, and if I remove all that the dungeon isn't worth it. As much as I'd like to add dungeons into the pack, I don't see a way I could incorporate it. I'd have to have some requirement of reaching a tier, say having a diamond, and needing to use a diamond to access the dungeon. :/
This. So much this. I have a hard pack with iguanas tweaks, and I'd like to remove any chest loot that could break progression like iron.
You're going to want to clear the ORE loot category and then add in the ore loot you want to replace it with. You can put whatever you want in there.
Just use the demo config I provided as a starting point and change stuff around.
But people could just melt down armor and weapons in a smeltery for things, and if I remove all that the dungeon isn't worth it. As much as I'd like to add dungeons into the pack, I don't see a way I could incorporate it. I'd have to have some requirement of reaching a tier, say having a diamond, and needing to use a diamond to access the dungeon. :/
You have the option to go into the roguelike.cfg and change the "looting" option to -100 or something which will completely prevent roguelike dungeons spawned mobs from dropping their gear as loot. at a value of 0 is requires looting enchant to get any drops i believe.
It'd be interesting to see if it's possible to write another mod that uses my mod to spawn dungeons under certain conditions. like if someone performs some ritual or whatever. hmm.
This. So much this. I have a hard pack with iguanas tweaks, and I'd like to remove any chest loot that could break progression like iron.
You're going to want to clear the ORE loot category and then add in the ore loot you want to replace it with. You can put whatever you want in there.
Just use the demo config I provided as a starting point and change stuff around.
But people could just melt down armor and weapons in a smeltery for things, and if I remove all that the dungeon isn't worth it. As much as I'd like to add dungeons into the pack, I don't see a way I could incorporate it. I'd have to have some requirement of reaching a tier, say having a diamond, and needing to use a diamond to access the dungeon. :/
You have the option to go into the roguelike.cfg and change the "looting" option to -100 or something which will completely prevent roguelike dungeons spawned mobs from dropping their gear as loot. at a value of 0 is requires looting enchant to get any drops i believe.
It'd be interesting to see if it's possible to write another mod that uses my mod to spawn dungeons under certain conditions. like if someone performs some ritual or whatever. hmm.
But if no good loot is in there, theres nothing in the chests to go for!
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 7/4/14 1:13 PM
Description: Exception in server tick loop
java.lang.NoSuchFieldError: field_150354_m
at greymerk.roguelike.catacomb.theme.ThemeSandstone.<init>(ThemeSandstone.java:18)
at greymerk.roguelike.catacomb.theme.Theme.getTheme(Theme.java:28)
at greymerk.roguelike.catacomb.theme.Theme.getByLevel(Theme.java:93)
at greymerk.roguelike.catacomb.Catacomb.generate(Catacomb.java:50)
at greymerk.roguelike.catacomb.Catacomb.generateNear(Catacomb.java:30)
at greymerk.roguelike.catacomb.Catacomb.spawnInChunk(Catacomb.java:125)
at greymerk.roguelike.DungeonGenerator.generate(DungeonGenerator.java:13)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:274)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:184)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:125)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Mac OS X (x86_64) version 10.9.3
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 958302200 bytes (913 MB) / 1130496000 bytes (1078 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 3 total; -Xms1024m -Xmx4096m -XX:PermSize=128m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 4 mods loaded, 4 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Roguelike{1.3.4} [Roguelike Dungeons] (roguelike-1.7.10-1.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 7/4/14 1:13 PM
Description: Exception in server tick loop
java.lang.NoSuchFieldError: field_150354_m
at greymerk.roguelike.catacomb.theme.ThemeSandstone.<init>(ThemeSandstone.java:18)
at greymerk.roguelike.catacomb.theme.Theme.getTheme(Theme.java:28)
at greymerk.roguelike.catacomb.theme.Theme.getByLevel(Theme.java:93)
at greymerk.roguelike.catacomb.Catacomb.generate(Catacomb.java:50)
at greymerk.roguelike.catacomb.Catacomb.generateNear(Catacomb.java:30)
at greymerk.roguelike.catacomb.Catacomb.spawnInChunk(Catacomb.java:125)
at greymerk.roguelike.DungeonGenerator.generate(DungeonGenerator.java:13)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:274)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:184)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:125)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Mac OS X (x86_64) version 10.9.3
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 958302200 bytes (913 MB) / 1130496000 bytes (1078 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 3 total; -Xms1024m -Xmx4096m -XX:PermSize=128m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 4 mods loaded, 4 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Roguelike{1.3.4} [Roguelike Dungeons] (roguelike-1.7.10-1.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
This could be a foolish question and I apologize if it's been asked before - I'm not sure if the new 'Search' function works as it used to. Anyhow, my problem is that I have 1.3.3a installed (MC1.6.4, Forge 965), and I see only the stone brick castle dungeon entrances. There looks to be a spiral staircase leading down but it just stops in the middle of the dirt. When I find one near water, I can see branching paths of corridors in the water, but when I access them it's like the terrain is overwriting the dungeon itself and it's only partially generating.
I've tried changing the load order to first, second (after OptiFine), then last - no difference. Could anyone point me toward an answer as to what I'm missing please? Thank you.
This could be a foolish question and I apologize if it's been asked before - I'm not sure if the new 'Search' function works as it used to. Anyhow, my problem is that I have 1.3.3a installed (MC1.6.4, Forge 965), and I see only the stone brick castle dungeon entrances. There looks to be a spiral staircase leading down but it just stops in the middle of the dirt. When I find one near water, I can see branching paths of corridors in the water, but when I access them it's like the terrain is overwriting the dungeon itself and it's only partially generating.
I've tried changing the load order to first, second (after OptiFine), then last - no difference. Could anyone point me toward an answer as to what I'm missing please? Thank you.
Strange, I have no idea. I'm pretty sure it's not a bug in my mod on its own. So it probably has something to do with other mods you're running.
This could be a foolish question and I apologize if it's been asked before - I'm not sure if the new 'Search' function works as it used to. Anyhow, my problem is that I have 1.3.3a installed (MC1.6.4, Forge 965), and I see only the stone brick castle dungeon entrances. There looks to be a spiral staircase leading down but it just stops in the middle of the dirt. When I find one near water, I can see branching paths of corridors in the water, but when I access them it's like the terrain is overwriting the dungeon itself and it's only partially generating.
I've tried changing the load order to first, second (after OptiFine), then last - no difference. Could anyone point me toward an answer as to what I'm missing please? Thank you.
Strange, I have no idea. I'm pretty sure it's not a bug in my mod on its own. So it probably has something to do with other mods you're running.
It was the Rotatable Blocks mod - took me an hour to narrow that down. It kills ALL world structures too - I was wondering why I couldn't find any vanilla dungeons either. Removed it, and your dungeons (as well as NightKosh's Gravestone Mod labyrinths) are copacetic. Now that I've finally gotten the chance to explore them, I am thoroughly impressed with what I saw. Those lower levels will be a real pain with my mod setup (it's similar to what was posted above with Infernal Mobs, Special Mobs etc. but I have everything tweaked to be extra difficult). Hope this helps someone else having this issue, and thank you for your response.
This could be a foolish question and I apologize if it's been asked before - I'm not sure if the new 'Search' function works as it used to. Anyhow, my problem is that I have 1.3.3a installed (MC1.6.4, Forge 965), and I see only the stone brick castle dungeon entrances. There looks to be a spiral staircase leading down but it just stops in the middle of the dirt. When I find one near water, I can see branching paths of corridors in the water, but when I access them it's like the terrain is overwriting the dungeon itself and it's only partially generating.
I've tried changing the load order to first, second (after OptiFine), then last - no difference. Could anyone point me toward an answer as to what I'm missing please? Thank you.
Strange, I have no idea. I'm pretty sure it's not a bug in my mod on its own. So it probably has something to do with other mods you're running.
It was the Rotatable Blocks mod - took me an hour to narrow that down. It kills ALL world structures too - I was wondering why I couldn't find any vanilla dungeons either. Removed it, and your dungeons (as well as NightKosh's Gravestone Mod labyrinths) are copacetic. Now that I've finally gotten the chance to explore them, I am thoroughly impressed with what I saw. Those lower levels will be a real pain with my mod setup (it's similar to what was posted above with Infernal Mobs, Special Mobs etc. but I have everything tweaked to be extra difficult). Hope this helps someone else having this issue, and thank you for your response.
rotatable blocks whtich version you use?
i have it and dungpack/roguelike/doomlike too and alll work fine
I was using build 4 for 1.6.4. Removed it and it fixed everything - in fact not only did my worldgen right itself but I saw a noticeable difference in new chunk generation, world loading & I've yet to have the "already decorating" crash I was getting from time to time. I'm thinking either that was a corrupted download, or it changed more stuff behind the scenes than I care to. Redownloaded build 4, still gives me grief so I'm skipping it. Could be its interaction with one of the OTHER other mods (I have 178 total) and frankly these dungeons are too fun to leave out because I want to have vertical wooden planks. ><
it's just a bug with the change over to 1.7. i'll fix it when we get forge for 1.7.10
You're going to want to clear the ORE loot category and then add in the ore loot you want to replace it with. You can put whatever you want in there.
Just use the demo config I provided as a starting point and change stuff around.
But people could just melt down armor and weapons in a smeltery for things, and if I remove all that the dungeon isn't worth it. As much as I'd like to add dungeons into the pack, I don't see a way I could incorporate it. I'd have to have some requirement of reaching a tier, say having a diamond, and needing to use a diamond to access the dungeon. :/
You have the option to go into the roguelike.cfg and change the "looting" option to -100 or something which will completely prevent roguelike dungeons spawned mobs from dropping their gear as loot. at a value of 0 is requires looting enchant to get any drops i believe.
It'd be interesting to see if it's possible to write another mod that uses my mod to spawn dungeons under certain conditions. like if someone performs some ritual or whatever. hmm.
But if no good loot is in there, theres nothing in the chests to go for!
I posted the link to the 1.6.4 1.3.3a bug fix version to correct this. Also changes the starter chest loot to only contain junk in generous false mode.
https://github.com/Greymerk/minecraft-roguelike/releases/download/v1.3.3/roguelike-v1.3.3a-forge-1.6.4.zip
Not yet. I'll put that in next. good call.
// Surprise! Haha. Well, this is awkward.
Time: 7/4/14 1:13 PM
Description: Exception in server tick loop
java.lang.NoSuchFieldError: field_150354_m
at greymerk.roguelike.catacomb.theme.ThemeSandstone.<init>(ThemeSandstone.java:18)
at greymerk.roguelike.catacomb.theme.Theme.getTheme(Theme.java:28)
at greymerk.roguelike.catacomb.theme.Theme.getByLevel(Theme.java:93)
at greymerk.roguelike.catacomb.Catacomb.generate(Catacomb.java:50)
at greymerk.roguelike.catacomb.Catacomb.generateNear(Catacomb.java:30)
at greymerk.roguelike.catacomb.Catacomb.spawnInChunk(Catacomb.java:125)
at greymerk.roguelike.DungeonGenerator.generate(DungeonGenerator.java:13)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:274)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:184)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:125)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Mac OS X (x86_64) version 10.9.3
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 958302200 bytes (913 MB) / 1130496000 bytes (1078 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 3 total; -Xms1024m -Xmx4096m -XX:PermSize=128m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 4 mods loaded, 4 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Roguelike{1.3.4} [Roguelike Dungeons] (roguelike-1.7.10-1.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Minecraft Version: 1.7.2
roguelike-1.7.10-1.3.4.jar
I've tried changing the load order to first, second (after OptiFine), then last - no difference. Could anyone point me toward an answer as to what I'm missing please? Thank you.
Strange, I have no idea. I'm pretty sure it's not a bug in my mod on its own. So it probably has something to do with other mods you're running.
yes
any update for cauldron 1.7.2?
It was the Rotatable Blocks mod - took me an hour to narrow that down. It kills ALL world structures too - I was wondering why I couldn't find any vanilla dungeons either. Removed it, and your dungeons (as well as NightKosh's Gravestone Mod labyrinths) are copacetic. Now that I've finally gotten the chance to explore them, I am thoroughly impressed with what I saw. Those lower levels will be a real pain with my mod setup (it's similar to what was posted above with Infernal Mobs, Special Mobs etc. but I have everything tweaked to be extra difficult). Hope this helps someone else having this issue, and thank you for your response.
rotatable blocks whtich version you use?
i have it and dungpack/roguelike/doomlike too and alll work fine
only old v1.3.3