1.20.1
1.19.4
1.12.2
Forge
Open Source
Doomlike Dungeons
Poll: Should all dungeons be easy to find by default?
Ended May 24, 2019
You've actually given me a lot of interesting ideas, though I don't know when or if I'll be able to get around to trying them -- I'll keep them to myself for now, rather than get anyones hopes up for thing that may never happen, but some interesting ideas. Thanks for the feedback.
Version 1.2.6 is planned, and will hopefully obey the generate structures gamerule, and add two more config options, one to disable said obedience and one to disable natural spawning of the dungeons entirely. After that there will probably be a long delay before version 1.3 which will involve experimenting with decrease lag, increase stability, and maybe prepare for possible more advanced features later on.
Blithering chaos!
I suddenly have a few questions to ask about spawners, difficulty and the mob castes.
How exactly does difficulty effect mob spawn cages? I noticed with a higher difficulty mob spawners pump out more mobs- is there a cap to this? My game lags at higher difficulties, but from my understanding elite mobs only appear on higher difficulties.
Do harder mobs spawned spawn only once [with only one spawner that spawns one elite mob than disappears, like in better dungeons]? I noticed the elite mobs has withers which makes me a bit concerned since I don't think it would be fair to fight dozens of withers at the same time. Seeing how pumped out the lesser mobs are, I dread higher level mob spawners since it just would be unfair to fight so many boss mobs.
The spawners are simply vanilla spawners (which can hold modded mobs, anything that's a proper entity really). The way the difficulties work is through probabilities and level limits. Each difficulty level increases the chance that a room has a spawner, the chance that a room with a spawner will have multiple spawners, and the chance that a spawner will be promoted to the next difficulty level. If it is promote it will check to promote it again if its less than the max difficulty. Destination rooms also get an extra spawner that start at a higher level and can have a higher limit (and always have several other spawner) -- these are "boss rooms" and the opposite of entrance rooms. Unfortunately it may be that the jump between default and hard is too big (and between hard and crazy it too small).
I have thought of adding a fifth tier for true bosses, though crazy level is supposed to be insanely hard -- if there's a boss spawner it will keep spawning bosses (but withers seem to only spawn one at a time). I've not actually tested it much on higher difficulty. Part of the problem is that its hard to get a good difficulty spread with vanilla mobs that compares to with vanilla and modded mobs together (I started out planning to use this with MineFantasy, but don't assume other use the same mods I do). I can look into decreasing the chance of more spawners and increasing the chance for harder spawner at high difficulty (that and make actual bosses spawn only on crazy level).
I noticed in code that commands have levels so I'll have to look into what restrictions each level means -- right now /dldspawn has the same level as /gamemode, which may or may not be right.
Right now it does create its basic config if its not there and adds in any missing parameters. The themes are more complicated, but it will work without them (defaults to classic or nether depending on dimension). I've thought of separating themes off as a separate addon, but I might consider having it at least output the template. I've also thought of changing the directories it uses to put everything in its own folder with a "themes" folder inside it.
Thanks for telling me about the typo -- I'll fix that for 1.3.
Right now there is a possible 1.2.6 version -- I'm not sure if I should release it since the changes are so small, but more changes will probably take time since I plan to start on saving dungeons once planned and building only one chunk at a time and that will require a lot of things to be reworked. Right now I also need to put time into finding an actual job that pays actual money, too, so modding will have to be at a lower priority. I can think of other possibilities for plans in files, though editing them will probably require a special utility.
You do not need to create a new world, but you will need to explore new areas, and luck can play a role in if the dungeons are easy or hard to find, and by luck again they may be a little further in a given direction. Also, Minecraft will generate a few chunks beyond what show up on maps, so you may have to go a little further and its easy to forget if you've been to an area just once exploring. Another thing is if structures are set to generate; the newer versions obey this an won't generate if structures are off but that can be changed in the config. If cheats are on you can use the command /dldspawn (but be careful, and away underground builds/mines!), otherwise you just have to keep looking.
P.S.: I'm not an English teacher and don't know which is correct by country (I think it might vary between countries), but I'd just be consistent if unsure which is right: "first" and "second" (sounds American to me) or "firstly" and "secondly" (sounds British to me).
Forum Page:http://www.minecraftforum.net/topic/2291143-ninjabees-withers-woods-modpack-164/
Technic Launcher Page:http://www.technicpack.net/modpack/details/withers-woods.255350
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
Thanks, I may take a look at that. Right now I'm putting together my own modpack that I hope will be ready soon.
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
I've just officially released my new public modpack (been at it a while, got to do it right!):
http://www.minecraftforum.net/topic/2539957-forge-of-the-ancients-modpack/
I have no idea what could cause that or what you mean by leave -- leave the dungeon? Leave the games / world / server?
Did some gear just break from use (I can wear out a lot of armor and weapons in a big one)?
All this does is place blocks (including chest that it fills). Unless you add modded content everything in the dungeons is completely vanilla. Are your sure its not another mod or a forge bug doing this? Did you die? If so you will loose everhing just like usual. It doesn't interact with the player directly in anyway. I just adds world-gen.
I don't see how the dungeons could cause thig, epsecialy just by leaving one (that's the same as any other movement from one block to the next in Minecraft. You basically just carrying vanilla ideam while making vanilla movememnts.
(But, if you're playing the mod pack and have entered the spiriit world then you can't take anything to or from the spiritworld. That's a whole different mod thouhg, the WItchery mod).
If gear is just vanishing for no reason I'd blame the Forge Team or Mojang -- I see no way world gen alone could do this.
is there any seed for 1.6.4 where a dungeon is visible?
changed frequency from 6 to 1
is it because I have dungeon pack?
Dungeons pack should have no effect (I use them together all the time). They aren't allowed to spawn too near spawn (that can be configred). Have you tried a super flat world? Fly around in one of those and you will see them. They do come in a variety of sizes, and a variety of entrance types (some are easier to find than others). Some have can have multiple entrances or non at all.
Let me know if you can find them in superflat, if so you simply haven't been seeing them.
found the reason why
the dungeons tend to merge with dungeon pack structures
mostly the stone brick dungeon
these spawn every time I walk two feet in flat land
They can merge, and sometimes have interesting results, but you should still see evidence of them. Are you sure you installed it correctly, and for the correct version? It looks to me like it did not spawn; if you have try version 1.2.5 or 1.2.6 with cheat on and use the command /dldspawn on a flat world -- then one should appear.
Remember to unpack the zip file -- if you just unzip it inside ./minecraft everything should be in the right folder.
due to being underground, I never really saw the room that it was being merged with, and due to the frequent spawning, I try to move far way whenever I found one.
I will just disable it in the config, but thanks for the help.
How does this compare (if you know) to roguelike dungeons?
"doomlike" -- it took a bit before I realized that this was in reference to the game doom, and the level generator for that, not "You are doooommed!" of an evil bad guy.
* 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?
This video is the most up to date, and the "purest" in that it doesn't introduce other mods:
...it is for 1.7.2, but the dungeons are the same (except for the frozen one, which none of the videos shows and only has a few more blocks).
Compared to roguelike? Do you mean "roguelike" in general or the mod by Greymerk? In general, there is only one level per dungeon but more vertical variation within the level (though not as much as I'd like, I still all the rooms still have the same base height, which was not the original plan). They tend to be more "action" rather than "dungeon crawl," at least that's the idea. There are also intentional imitation of Doom-style level design -- pools with narrow, twisting paths, ledges / platforms / variations in floor height (but not pit traps). More mobs and environmental hazard oriented rather than actual traps per se. The key/switch quests from doom don't translate well to a game where walls can be broken, but the "key" and "exit" rooms are represented as generic destination rooms (the reverse of the entrance rooms). Odd and varying symmetries in some rooms. It not as Doomlike (like comparing to human made levels, especially from Id) as Oblige or as I'd like, but I think you can see a resemblance.
Compared to Greymerk's mod, that plus the dungeons tend to be more chaotic, more random, and more crowded. Greymerk uses lots of prefabricated rooms connected by halls; I generate random geometry from shape primitives. Also, these were designed to be add-ons to find in the world; Greymerk started out designing his mod to be used as basically the whole game. I'd say the attempt to generate 3d geometry is what separates "Doomlike" (once a generic term for early shorters as a genera) from Roguelike in general and the level of randomness is the biggest difference the Greymerks mod.
Does this help?