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    posted a message on Balance the Mending Enchantment
    Quote from AMPPL50»


    It's probably so the player can't endlessly retain heavily-enchanted items, which is as ridiculous as it sounds, as repairing is already expensive.


    that's what mending currently does anyway.
    Posted in: Suggestions
  • 1

    posted a message on Balance the Mending Enchantment

    What I normally do is take off my gear and either use an exp mob farm, or trade with villagers, to repair my tools.


    I do think the pre-1.8 anvil repair system was better balanced though. My preference would be to just remove this penalty from the repair system completely and just let people repair items with materials. I don't understand why mojang likes this confusing invisible "exp penalty/too expensive" system. It's just annoying, imo.

    Posted in: Suggestions
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    posted a message on RIP Too Many Items

    Doesn't Just Enough Items perform a similar function?


    Posted in: Mods Discussion
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    posted a message on Roguelike Dungeons
    Quote from Zsashas»

    Is there a list somewhere of the various types of dungeons that can generate? 1.7.10-specific, if possible.


    Currently the major biome themed dungeon types are default, desert, forest, jungle, swamp, mountain, and mesa.
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from HeinoVDS»

    Hi there,


    I've been looking into this mod and liking it a lot... Just a quick question though... what's supposed to be the difference between Classic level generation and MST? I've been searching around, but haven't been able to find a clear answer...



    Classic is the way the dungeon levels have always generated, it looks like a messy jumble

    MST is a minimum spanning tree of a graph connecting all the rooms on the level as pictured.

    MST dungeon level layout

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from Dago3250»

    This is a great mod! I love it!

    Thank you for the update for the 1.9, maybe you are working on a final version or not, but if you are, Can you put blaze powder in the chest?

    You know... now is necessary to make enchanted potions XD. Great job man and thanks again, i really loved this mod!


    There are some bugs in the settings system that i'm working out, due to changes in how certain NBT data works now. Most of it's fixed.

    Yeah, maybe i'll add a few blaze powder to potion chests.

    The swamp dungeon is also rich in brewing ingredients.
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from chrisemersonnc»

    Hey everyone - I may have a temporary working 1.9 version if anyone wants to try it out.


    Download here: RoguelikeDungeons-1.9-1.4.5.20160406170138_NoDebug.jar (updated 4/6/2016 5PM)


    Notes

    • So far I've only tested with Forge 12.16.0.1832 (for Minecraft 1.9)
    • This is an unofficial build! I'm assuming at some point Greymerk or someone else far more skilled will release something more official (?)
    • PS: Greymerk I hope I didn't do anything bad by releasing this test build! My apologies if so!

    If you try it and it works let me know!


    Screenshots (attached)


    Update 4/6/2016 5PM:

    Not sure if anyone cares but I noticed some weird stuff in MC with that build I released a couple days ago - where the landscape in the world had strange flat edges and hills seems to be sliced in half - strange stuff. Anyhow, I've generated a new build using Forge 12.16.0.1832 and it seems to have gotten rid of that. Just FYI in case anyone noticed/cares. Link above updated.


    I've posted a build for 1.9. Including some additions for the new 1.9 minecraft features.

    1.7.10 and 1.8.9 got some revisions to bring them up to date, so that future 1.9 can easily be back-ported.

    http://minecraft.curseforge.com/projects/roguelike-dungeons/files/2294670
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from GraySloth»

    From experience it seems forge loot only appears at lower levels, is there any way to use the configs to tweak the location and weight of forge loot to make it appear more or less often in a given level?

    No, but I've considered adding that at some point.

    I presume if someone's going to make a modpack with custom loot that they'll be comfortable manually adding the dungeon loot they want, rather than just invoking the forge loot hooks.

    The reason you mainly find (i presume the loot you want) is that the lower levels include temple/pyramid loot, whereas the upper levels only use standard dungeon loot.
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from majestyc2k1»

    I have an existing 1.8.9 world and want to add RLD. Is there a way to force generation in existing chunks?




    For right now the only way is manually. You could just go somewhere in the world that you'd like to have one and use "/roguelike dungeon nearby" which will spawn a dungeon randomly somewhere nearby.


    I haven't made any sort of retrogen feature for the mod though.


    I think some people prefer to just create a mystcraft world and whitelist the dimension for roguelike dungeons, thus restricting dungeons to another world.


    Another option you have, of course, is to delete a nearby region with nothing in it, it'll regenerate with stuff from whatever mod you've added. I do this in vanilla sometimes to get access to new features on major updates.

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from Randinor»

    Well there is now a MC 1.8.9 Version of this mod, you can Download it in the Release Section, Link in OT.


    Something beep your phone? I just uploaded the update a little while ago, lol. You forgot to say "first!".
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons

    Does this mod support other mods? Like for example the Tardis Mod, the crystals required to make a key (Kontron crystals I believe they're called) can only be found in dungeons. Would they spawn in chests in the Roguelike Dungeons? Or only in Vanilla Dungeons?


    The loot system refers to the forge dungeon loot pool partly, so yes, you will find mod loot in roguelike chests. This depends on the other mods adding loot to the forge dungeon loot pool.
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons

    yes. It probably won't take long.

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from Teibidh»

    I would take a look at your other mods. This mod does not do anything with entities other than to add vanilla spawners to locations within the dungeon. It doesn't modify the mobs in any way that I am aware of, and I've used it in quite a lot of packs. In fact, I have a feature request in to let us add spawners for non-vanilla mobs.

    Again, seriously, take a look at your other mods... it isn't this one.



    Roguelike Dungeons pulls enchant information from other mods when it equips monsters. So if your mods includes overpowered enchants you'll get overpowered mobs. For example, mobs that regen really fast. I've seen this in a number of videos.

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from Keybounce»

    Hmm. Lets say I wanted to get exactly one of these per mystcraft dimension. Near your arrival point (say, entrance within X and Z +/- 200). Can that be done? Not randomly generated all over the place, but also not limited to the point of not finding the many different dungeon looks.


    Maybe at some point. The idea i'm having is storing information in the worldstate about how many of each dungeon have been spawned, and then use criteria logic to determine whether more dungeons can be spawned based on historical information.


    I like the idea about being able to make special dungeons that only spawn once in a world. maybe with "distance from spawn" constraints as well.

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from elderpyre1»

    I was curious if there are any plans to implement some means of outputting RLD loot tables to the console/a file, similar to the way that the mod Minetweaker currently does with the command '/mt loot' for the forge loot tables? While I've picked up on how to adjust the loot tables for RLD so far, all I really want to do is replace instances of vanilla tools/weapons with Tinkers Construct equivalents, and it's not exactly straightforward digging through the RLD source to figure out exactly what loot gets generated by default in each category. Maybe there's a source file I'm overlooking that has these listed somewhere, but I've yet to find it. At any rate, would appreciate any assistance you could offer Greymerk. :)


    The source code that produces just about all the default tools is here:

    https://github.com/Greymerk/minecraft-roguelike/blob/master/src/main/java/greymerk/roguelike/treasure/loot/provider/ItemTool.java


    this is called for just about all tools held by zombies, found in chests.. etc.


    You can pretty much change whatever you want inside that black box and it'll still work from the outside.


    public abstract ItemStack getLootItem(Random rand, int level); is the method from ItemBase that must be implemented in any of the subclass loot providers such as ItemTool.


    There's no simple list of items because the way items are generated is procedural.

    Posted in: Minecraft Mods
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