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    posted a message on Roguelike Dungeons

    Can someone tell me how to force the tower type? I like the original stone tower look, but for some reason I keep getting a random tower when I use the /roguelike dungeon here command.

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons

    Three quick Questions....


    1. Not sure if this is possible. I did some research but did not find any answers. After having a Roguelike Dungeon built, is it possible to have it removed? I placed one and accidentally had it appear where I didn't want it.


    2. If I make custom mobs with he Custom NPC mod, will those mobs automatically be added to Roguelike Dungeon spawners, or do I have to edit a file or such in order to have those mobs included in the Roguelike Dungeons spawn tables or similar?


    3. Is it possible to have HUGE dungeons with multiple entrances? Think how you may find multiple towers but each has its own dungeon, is it possible to set the cfg file as such...


      • levelMaxRooms=300
        • The maximum number of rooms that will spawn in a dungeon
      • levelRange=1000
        • The distance from the stairs dungeon levels will spread
    • levelScatter=10

    With such a big dungeon, it would be neat if multiple towers or entrances all lead to the same dungeon, just far away from each other.


    No big deal if #3 isn't possible, I just got the idea for a very large (like Undermountain) sized dungeon and how interesting it might be to have such a large underground system.


    Thanks,

    John

    Posted in: Minecraft Mods
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    posted a message on Dungeon Mobs (reference to new thread in last post)

    So I just got back into Minecraft after being away for years. I'm guessing the answer is no, but I'll ask anyway. Will this mod work with the latest PC Minecraft version?


    Thanks

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quick question. I thought I saw mention in this thread that something along the lines of custom / respawnable chests with loot was a feature planned to be added to this mod. I can't seem to find that post so I wanted to ask if [A] That is planned to be a feature and [B] If so, has it been implemented yet? That is the one feature I need still for my adventure map.

    Thanks,

    John
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Look at the Respawn Settings. There is a naturally despawn option. Set it to no.
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Is it possible to change the block type to another so that when you generate a structure it builds it using another block type? Lets say the schematic was originally built with stone blocks but now I wish to build the structure from the schematic using Cobblestone Blocks? Can this be done?

    Thanks,

    John
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Hi.

    I just got this mod and love it so far. :) I had a bunch of geomorph like dungeon pieces that I wanted to make into schematics.

    I do have a few questions though.

    1. Is there a way once a schematic is placed, and moved to the correct location to simply have the structure build without having to walk all around the structure to have it built? Printing, I'm talking about. Seems like it would be faster to just have the structure built upon hitting a button on the menu like "Build NOW" and then the structure is built.

    2. When printing a structure, the floor tiles are highlighted red and I have to click on each block to have it fill in with the proper block type and finish the structure. This is kind of time consuming and I'm wondering if there is a way to fix this or if perhaps I'm doing something wrong?

    3. Question on printing. Lets say I wish to build a dungeon hallway and then a room from schematics. I walk in game (Creative Mode) up to the side of a tall mountain. I then insert the schematic of the dungeon hall into the area of the mountain. When printing the hall structure will the schematic remove the blocks that were originally there inside the mountain to build the entire structure with the hollow (empty) hall passage so players can walk through, or do I have to manually remove the blocks from within the mountain?

    Thats all for now. Great program.

    Thanks,

    John
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Noppes,

    id you put anything in the projectile slot?

    Yes, I had a bow in the melee slot and arrows in the projectile slot.

    Which attack type is best for ranged assaults? Dodging, surrounding or something else?

    Thanks,

    John\
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Question.

    I'm trying to make bowmen and such. What is the best attack type for a ranged NPC? I tried Dodge with an engage range of 8 and also Surround with an Orbit distance of 4, but the NPCs seem to go at the targets and not trying to keep a safe distance from them. What am I doing wrong, or is there a better attack type for ranged NPCs?

    Oh and yes I have the ranged data set under the Stats TAB and have also equipped a bow and arrow on the NPC.

    Any info is appreciated.

    John
    Posted in: Minecraft Mods
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    posted a message on Changing default MC music?
    Hi.

    I wanted to ask if it is possible to change the music in Minecraft? I know about resourcepacks and I have custom music already, but what I'm looking to do is the following...

    1. I'd like to change the music at the main menu screen before you load a single player world, or join a server. Is this possible? Its not a critical need although one I'd like to change if possible.

    2. I have music for when players enter a dungeon, a town, a shop, etc... but the mod I'm using "CustomNPCs" only allows you to set a music distance of 64 blocks maximum which may be a limit of the mod or perhaps MC itself. What I'd like to do is have a song play when the player is traveling across the lands or in the wilds yet turn off when the player enters within range of a dungeon, town song etc... So far it works fine when the default MC music is playing and a player enters within range of a dungeon or town so I'm guessing that if there is a way to change the default music that plays when wandering around MC, then that would probably be the best way to achieve what I'm looking to do.

    Does anyone know how to change the default music that plays in vanilla Minecraft?

    Thanks,

    John
    Posted in: Requests / Ideas For Mods
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    posted a message on 1.7.10 with Forge 10.13.0.1199 Disappearing Item Frame Issue
    I'm noticing that frames that I place with various items in them seem to automatically disappear over time. Some frames remain but lose the item within them while other frames seem to disappear item and frame both. Does anyone else know of this issue and if so is there a fix for it?

    Thanks,

    John
    Posted in: Java Edition Support
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    posted a message on Custom NPCs
    Question for everyone.

    I managed to add my own music to the mod and have tested it. Now I have music that plays when you enter a dungeon, a combat area, a town, and a shop. What I'd like to know is if there is a way to set a song to play when the player is anywhere on the world where a specific song isn't implemented via the Bard NPC feature?

    I tried creating an invisible NPC Bard with a music range of 512 but the farthest distacne allowed seems to be 64 blocks. So, I wanted to ask if there is some way to tell Minecraft that "Wanderer" is to be the default track that is played unless a player enters within range of an invisible NPC Bard. Can this be done?
    Posted in: Minecraft Mods
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    posted a message on [REQUEST] Custom placed chests that respawn
    UnstoppableN,

    Thanks for replying to he thread. :) Let me answer your questions.

    So as interface, for a normal user:just shows a normal chest inv. (cannot break chest)
    For an op: chestinv with 3 tabs to the right of it(thermal expansion style)
    1. Current Inv content(default)
    2. Auto fill inv setup
    3. time setup where you can input amount of minutes before refill
    Is that how you would see it?

    Yes, although I have a question on #2.

    When you mention #2 "Auto fill inv setup" is that basically just a mirror of what is initially placed in TAB 1 or is it a TAB where the Op can place as many items as he/she would like (until filling the TAB) and then somehow set a variable to randomly pick a specific number of items from TAB 2 and copy them into TAB 1 upon refill? I'm fine with either method. Obviously the second is great because of the randomizng aspect of the chest contents, but I'm sure its probably quite a bit more complex to implement. I would be fine with either idea. Just the thought of having my placed dungeon chests respawn their contents is something I REALLY would love to be capable of in my adventure map.

    and what would you do with items that get added to the chest? remove them with the next refill? Or leave them and add the refill items to them? If you would like the second choise, then what would you do if a player fills the chest entirely? The way I'm planning to use the mod is that I would place each chest manually, fill it with it's loot, set the respawn time and then let it work its magic so....

    The following would be up to the coder. I'm fine with simply wiping the contents of each chest when their refill timer expires then just refilling the chest. I imagine this is the easiest method for coding the mod, but... If these other features aren't too hard or something that you would like to add, I certainly wouldn't be against them.

    1. Leaving any player stored items within the chest and simply respawning the items from the chest's respawn TAB.

    If it is too much of a hassle then a simple explanation an Op could give for disappearing items in dungeon chests could be...

    "Some monster must have looted the chest after the player placed their items in the chest earlier."

    Hey, if a player is crazy enough to store goods in some random chest they stumble upon in a deep, dark dungeon, then that's their stupidity! LOL

    2. If the chest ends up filled (due to player filling of the chest) and cannot hold more items then perhaps the mod can simply wipe the contents and respawn the default loot into the container from TAB 2.

    I think that is it. I want to emphasize that I like the extra ideas/features but I would be simply happy to have a mod that...

    Allows me to set the chests manually throughout a dungeon or area.

    Fill the contents of each chest manually the first time

    Set a respawn timer

    Then have the chest simply wipe its contents when the respawn timer expires, then copy the originally entered items into the chest for the players to loot.

    Anything extra would be considered a bonus to me as I am so desperate for this type of mod that I'd be happy with the basic refilling on a timed basis. :)

    Thanks again for your response to my thread and sorry for my long response to your questions. :)

    John
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQUEST] Custom placed chests that respawn
    Hi everyone.

    I'm in need of a mod that can refill chests that I placed in a dungeon I built.

    I'd love to be able to setup my chests to randomly fill with loot from a config type file or GUI so that I could pick many items and set the chest to randomly clear its contents and refill them with up to 'x' amount of items from the list once every 'x' amount of minutes/hours but I see lots of similar requests for such a mod and sadly it appears none have been made. So....

    I wanted to ask if someone could whip up a mod or knows of one that would simply refill the contents of a chest after a set amount of time? No random items simply replace any missing items from when the chest was first placed. Its not the best solution but one that would work for at least keeping the dungeon chests filled with loot.

    Any info or help is appreciated

    Thanks,

    John
    Posted in: Requests / Ideas For Mods
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    posted a message on Website is Offline (Odd Error)
    Working fine now.
    Posted in: Forum Discussion & Info
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