If you're playing without additional mods adding armor, weapons, and/or other abilities, you need to go in there treating it as seriously hostile terrain. Fence off corridors ASAP (with gates), take it one room at a time, watch your back, and always be prepared to flee behind your fences to recover. (The first thing I do with every level is to put fences and a gate in front of each of the three entrances, before breaking the iron bars.) The "drink" potions you'll find are also quite useful: Most common is Laudanum, which gives you five seconds of debuffs and a fair duration of Strength. Patch gaps in the floors and fence off drop-offs.
You may also want to add mods for power: For a simple but powerful setup, I reccommend EvilCraft plus a recycler such as Giacomo's Foundry or Corail Recycler. It takes a fair bit of mining to get set up, but once you've got that going, it's very useful. It doesn't directly provide any great armor or weapons, but it provides many useful abilities, and lets you scavenge much more effectively and build up serious vanilla stuff early. Tip: Ignore the "First Age, Second Age, etc" progression, just read the whole manual and make the blood machines first. Save Spirits for advanced play.
Their items are fueled by blood you get from killing mobs, so you'll have plenty of that.
The Effortless Ring gives a major advantage with faster movement and high jumps.
The Purifier lets you strip enchantments off the loot you get and anvil them onto your own equipment (nothing like peeling Looting III off a wooden sword and putting it on diamond). For that matter, you can also peel Looting and Fortune enchantments off their Vein Sword and Vengeance Pickaxe, once you can make extras of those.
The Blood Chest lets you repair items, which combines really well with a recycler; you can scavenge quite a lot of iron and gold and even some diamonds from the loot.
Their Invigorating Amulet lets you shrug off debuffs and poison.
Careful use of the Vengeance Pickaxe means you get lots more lapis and diamonds (even coal and redstone if you want to use it for that), and their own Dark Gems. EvilCraft doesn't offer ore multiplication for iron and gold, but with a recycler you'll hardly need that.
Once you get a single piece of Blaze Powder (usually from a chest around the third level), you can combine that with Overworld stuff to chain up to EvilCraft's diamond-level upgrade, at which point you can make most of the Nether resources at home. (Except for glowstone, and you can get some of that from the dungeon.)
For a great deal more power, you can use a more complex mod like Blood Magic, which takes a lot of buildup, but once you hit Tier III, you can be a serious badass. A special feature is the Sigil of the Blood Lamp, which lets you throw light sources across the dungeon!
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I'm not that interested in adding mods (yet) so I guess I'll try fencing areas off more often. I was already taking it slowly and fixing gaps in the floor, most of my problems occurred when it came to intersections- the sheer mob density was crazy and the mobs hit so hard I couldn't tank far enough to light up the spawners. Still, I'll try bringing more blocks next time and establishing more check points, and hopefully it'll help! Thanks.
I'm not that interested in adding mods (yet) so I guess I'll try fencing areas off more often. I was already taking it slowly and fixing gaps in the floor, most of my problems occurred when it came to intersections- the sheer mob density was crazy and the mobs hit so hard I couldn't tank far enough to light up the spawners. Still, I'll try bringing more blocks next time and establishing more check points, and hopefully it'll help! Thanks.
Good luck, and don't forget to bring some stone pressure plates!
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Okay, now you've got me curious. Why stone pressure plates? To stop mobs from spawning? Or is it needed to get past a stage?
The idea is you fence off a corridor at the intersection or as you advance down it , with a fence gate so you can get through. A stone pressure plate behind the fence gate lets you run through the gate to safe space, and have it automatically close behind you. Stone rather than wood, because wood can be activated by dropped items or arrows.
Now admittedly, there is a risk here, if a group of mobs is chasing too close behind you: The plate stays activated for at least a second (and mobs can hold it open for the guys behind them). That said, you can still turn around and close the gate manually, and be no worse off than without the plate. And in practice, I've been doing this lately at my base perimeter, and even when I'm purposely trying to let zombies in (for Blood Magic sacrifices), they need to be bunched up close for more than one or two to get through. (And even then, they sometimes get in each other's way. )
A potion of Speed can also help make sure you're well ahead of the pack (for my own play, that EvilCraft ring makes it no contest). Another occasional hazard is if a spider comes over the fence and opens the gate for a mob that may be up against it, or if you accidentally step on the plate while fighting across the fence.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
This is minecraft afterall. its not cheating to build stuff to solve your problems.
I like to build 2 high walls, and bring ladders. Always place the ladder one block up from the floor - its easy to jump up and latch onto it, but mobs don't do that so they can't climb it.
Also, some buckets of lava are a boon. If you are having problems lighting a room due to too many damned mobs, just dig up above the room, and pour lava in. This kills a lot of mobs and lights the room up, so you can carefully clear out the remaining stragglers, light it up, remove the lava hazard and move on.
You might not want to consider mods that add content, but
doesn't add any actual content (so can be used as a client side mod on servers that don't have it), but does add the ability to highlight areas that will spawn mobs.
I do try not to overuse lava in the RLDs, just because the drops are a lot of the treasure, but yeah, down at the bottom level or two, you might not have a choice.
It's also pretty easy to tell which monsters are darkness spawns vs. dungeon spawners, just from their equipment; even the RLD spiders drop armor, sometimes multiple pairs of boots. If you also watch where they come from, that tells you where you need to be worried about dark floors and caves, or to look for spawners.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I do try not to overuse lava in the RLDs, just because the drops are a lot of the treasure, but yeah, down at the bottom level or two, you might not have a choice.
It's also pretty easy to tell which monsters are darkness spawns vs. dungeon spawners, just from their equipment; even the RLD spiders drop armor, sometimes multiple pairs of boots. If you also watch where they come from, that tells you where you need to be worried about dark floors and caves, or to look for spawners.
I know the pain of killing mobs that hold treasure. But, conversely, if you really want the treasure, having pacified the room you can dig out the floor, put some water streams in, install redstone lamps, remove the torches, and engage in the systematic processing of treasure
How good is the treasure anyway? From what I've seen the only mob drops so far are chain mail/leather boots from spiders, shields from zombies and (tipped) arrows from skeletons. Most of these are pretty worthless (barring the arrows) so is there really much point in spending time setting up a loot farm?
How good is the treasure anyway? From what I've seen the only mob drops so far are chain mail/leather boots from spiders, shields from zombies and (tipped) arrows from skeletons. Most of these are pretty worthless (barring the arrows) so is there really much point in spending time setting up a loot farm?
The armor and weapons get better with each level. By third level, you should be getting some gold items and a fair bit of iron, and on fourth and fifth level you'll be seeing increasing amounts of diamond. The enchantments get better too. Of course, all these start off being used against you.... The shields are mostly useless, but the random patterns mean some of them will be kinda cool-looking.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I've tried this mod in 1.7.10, and 1.10.2 many times. No dungeons spawn. I've got to be missing something. Does this require another mod to work? is there a serious incompatibility with something that would prevent any dungeons from spawning? I'm at a loss for what to do. I've got the spawn frequency set at 90 in the config, but nothing ever spawns.
Does anybody have an example of custom mob spawning? I have managed to get custon dungeons to spawn but cant get mobs working, the info on the github page is quite light on this. Any help appreciated!
Can anyone tell me what's wrong with my loot rules? I'm trying to add non-vanilla stuff to the loot chests, but the game just gives me incredibly unhelpful errors like this:
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Random.java:388)
at greymerk.roguelike.treasure.TreasureManager.addItem(TreasureManager.java:70)
at greymerk.roguelike.treasure.loot.LootRule.process(LootRule.java:31)
at greymerk.roguelike.treasure.loot.LootRuleManager.process(LootRuleManager.java:73)
at greymerk.roguelike.dungeon.Dungeon.generate(Dungeon.java:78)
at greymerk.roguelike.dungeon.Dungeon.generateNear(Dungeon.java:66)
at greymerk.roguelike.dungeon.Dungeon.spawnInChunk(Dungeon.java:144)
at greymerk.roguelike.DungeonGenerator.generate(DungeonGenerator.java:20)
at net.minecraftforge.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:120)
at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1001)
at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:969)
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154)
at net.minecraft.world.World.func_72964_e(World.java:303)
at net.minecraft.world.World.func_175726_f(World.java:298)
at net.minecraft.world.World.func_180495_p(World.java:842)
at net.minecraft.world.World.func_175623_d(World.java:223)
My loot table files are in the config/roguelike_dungeons/settings/ folder and they are:
Any idea why there are lingering entities like those shown in the corner in my map? they take up alot of the entity count and switching to peaceful isn't getting rid of these "ghost" entities. I'm using the current 1.7.10 version.
is there a way to decrease the mobcount in those dungeons? half of the mobs are stuck in a wall and they lag the game like hell
Edit, i realy like this mod, but i have more than 200 mobs spawn in walls suffocating and way to many spawners in one area.. its taking my fps down to 30 with a realy high end machine, it must be impossible to play with a medium-low end pc. The thing is, its just so many entities that you cant even see that take your fps down. Also, i dont understand why spawners are directly in a wall? where are the entities supposed to spawn? They can only spawn around the spawner that is in a wall..
is there a way to decrease the mobcount in those dungeons? half of the mobs are stuck in a wall and they lag the game like hell
Edit, i realy like this mod, but i have more than 200 mobs spawn in walls suffocating and way to many spawners in one area.. its taking my fps down to 30 with a realy high end machine, it must be impossible to play with a medium-low end pc. The thing is, its just so many entities that you cant even see that take your fps down. Also, i dont understand why spawners are directly in a wall? where are the entities supposed to spawn? They can only spawn around the spawner that is in a wall..
Mobs spawn in a 10x3x10 area centered on a spawner and line-of-sight is NOT a requirement.
Spawners in walls is related to the difficulty progression of Roguelike - from level 3 or 4 the spawners will be in walls to make them difficult to find but mobs should still spawn in rooms normally (not in walls) and mob caps should still be enforced unless you are using some other mod to "control" mob spawns.
If you're playing without additional mods adding armor, weapons, and/or other abilities, you need to go in there treating it as seriously hostile terrain. Fence off corridors ASAP (with gates), take it one room at a time, watch your back, and always be prepared to flee behind your fences to recover. (The first thing I do with every level is to put fences and a gate in front of each of the three entrances, before breaking the iron bars.) The "drink" potions you'll find are also quite useful: Most common is Laudanum, which gives you five seconds of debuffs and a fair duration of Strength. Patch gaps in the floors and fence off drop-offs.
You may also want to add mods for power: For a simple but powerful setup, I reccommend EvilCraft plus a recycler such as Giacomo's Foundry or Corail Recycler. It takes a fair bit of mining to get set up, but once you've got that going, it's very useful. It doesn't directly provide any great armor or weapons, but it provides many useful abilities, and lets you scavenge much more effectively and build up serious vanilla stuff early. Tip: Ignore the "First Age, Second Age, etc" progression, just read the whole manual and make the blood machines first. Save Spirits for advanced play.
For a great deal more power, you can use a more complex mod like Blood Magic, which takes a lot of buildup, but once you hit Tier III, you can be a serious badass. A special feature is the Sigil of the Blood Lamp, which lets you throw light sources across the dungeon!
I'm not that interested in adding mods (yet) so I guess I'll try fencing areas off more often. I was already taking it slowly and fixing gaps in the floor, most of my problems occurred when it came to intersections- the sheer mob density was crazy and the mobs hit so hard I couldn't tank far enough to light up the spawners. Still, I'll try bringing more blocks next time and establishing more check points, and hopefully it'll help! Thanks.
Hello, fellow man-pig
Good luck, and don't forget to bring some stone pressure plates!
Okay, now you've got me curious. Why stone pressure plates? To stop mobs from spawning? Or is it needed to get past a stage?
Hello, fellow man-pig
The idea is you fence off a corridor at the intersection or as you advance down it , with a fence gate so you can get through. A stone pressure plate behind the fence gate lets you run through the gate to safe space, and have it automatically close behind you. Stone rather than wood, because wood can be activated by dropped items or arrows.
Now admittedly, there is a risk here, if a group of mobs is chasing too close behind you: The plate stays activated for at least a second (and mobs can hold it open for the guys behind them). That said, you can still turn around and close the gate manually, and be no worse off than without the plate. And in practice, I've been doing this lately at my base perimeter, and even when I'm purposely trying to let zombies in (for Blood Magic sacrifices), they need to be bunched up close for more than one or two to get through. (And even then, they sometimes get in each other's way. )
A potion of Speed can also help make sure you're well ahead of the pack (for my own play, that EvilCraft ring makes it no contest). Another occasional hazard is if a spider comes over the fence and opens the gate for a mob that may be up against it, or if you accidentally step on the plate while fighting across the fence.
This is minecraft afterall. its not cheating to build stuff to solve your problems.
I like to build 2 high walls, and bring ladders. Always place the ladder one block up from the floor - its easy to jump up and latch onto it, but mobs don't do that so they can't climb it.
Also, some buckets of lava are a boon. If you are having problems lighting a room due to too many damned mobs, just dig up above the room, and pour lava in. This kills a lot of mobs and lights the room up, so you can carefully clear out the remaining stragglers, light it up, remove the lava hazard and move on.
You might not want to consider mods that add content, but
https://minecraft.curseforge.com/projects/just-what-i-needed-mod
doesn't add any actual content (so can be used as a client side mod on servers that don't have it), but does add the ability to highlight areas that will spawn mobs.
I do try not to overuse lava in the RLDs, just because the drops are a lot of the treasure, but yeah, down at the bottom level or two, you might not have a choice.
It's also pretty easy to tell which monsters are darkness spawns vs. dungeon spawners, just from their equipment; even the RLD spiders drop armor, sometimes multiple pairs of boots. If you also watch where they come from, that tells you where you need to be worried about dark floors and caves, or to look for spawners.
I know the pain of killing mobs that hold treasure. But, conversely, if you really want the treasure, having pacified the room you can dig out the floor, put some water streams in, install redstone lamps, remove the torches, and engage in the systematic processing of treasure
How good is the treasure anyway? From what I've seen the only mob drops so far are chain mail/leather boots from spiders, shields from zombies and (tipped) arrows from skeletons. Most of these are pretty worthless (barring the arrows) so is there really much point in spending time setting up a loot farm?
Hello, fellow man-pig
The armor and weapons get better with each level. By third level, you should be getting some gold items and a fair bit of iron, and on fourth and fifth level you'll be seeing increasing amounts of diamond. The enchantments get better too. Of course, all these start off being used against you.... The shields are mostly useless, but the random patterns mean some of them will be kinda cool-looking.
ETA: Looting enchantments help a lot!
I've tried this mod in 1.7.10, and 1.10.2 many times. No dungeons spawn. I've got to be missing something. Does this require another mod to work? is there a serious incompatibility with something that would prevent any dungeons from spawning? I'm at a loss for what to do. I've got the spawn frequency set at 90 in the config, but nothing ever spawns.
set the frequency to 3. Configs usually have prevelences of 1/X, so increasing the number decreases the quantity.
Otherwise, you're using a mod that breaks worldgen.
Thanks, m8. solved the problem.
Does anybody have an example of custom mob spawning? I have managed to get custon dungeons to spawn but cant get mobs working, the info on the github page is quite light on this. Any help appreciated!
Can anyone tell me what's wrong with my loot rules? I'm trying to add non-vanilla stuff to the loot chests, but the game just gives me incredibly unhelpful errors like this:
My loot table files are in the config/roguelike_dungeons/settings/ folder and they are:
http://pastebin.com/Q4pZ3PP0
http://pastebin.com/SatxZnwJ
Edit: Well, I figured it out on my own. For some reason, it really hates the section at the top with the Quark runes.
Edit 2: Nope, nevermind. It just likes to randomly crash for no discernible reason. Ended up just uninstalling the mod entirely.
Any idea why there are lingering entities like those shown in the corner in my map? they take up alot of the entity count and switching to peaceful isn't getting rid of these "ghost" entities. I'm using the current 1.7.10 version.
So I'm trying to spawn these manually in my world, but they all spawn ABOVE me.
Is there a trick to spawn them in the ground?
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
is there a way to decrease the mobcount in those dungeons? half of the mobs are stuck in a wall and they lag the game like hell
Edit, i realy like this mod, but i have more than 200 mobs spawn in walls suffocating and way to many spawners in one area.. its taking my fps down to 30 with a realy high end machine, it must be impossible to play with a medium-low end pc. The thing is, its just so many entities that you cant even see that take your fps down. Also, i dont understand why spawners are directly in a wall? where are the entities supposed to spawn? They can only spawn around the spawner that is in a wall..
Mobs spawn in a 10x3x10 area centered on a spawner and line-of-sight is NOT a requirement.
Spawners in walls is related to the difficulty progression of Roguelike - from level 3 or 4 the spawners will be in walls to make them difficult to find but mobs should still spawn in rooms normally (not in walls) and mob caps should still be enforced unless you are using some other mod to "control" mob spawns.
Is there any chance this could be ported to the PE version on the game. For example on Windows 10 edition.
IF not, how could I convert a PC minecraft map to MCPE?