Is there a way to edit what blocks the dungeon levels use? Currently there's a bug with rendering magmablocks in Optifine that make these dungeons run extremely terrible due to the last nether layer using tons of magmablocks. Makes it even worse trying to use this mod with shaders. And the problem is not only when looking at magmablocks directly, as for some reason they seem to be always rendered as long as you're in the area even if you can't see them, so just generally looking in their direction (i.e. on the surface above a roguelike dungeon and looking down at the ground) framerate drops to unplayable.
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Does spawnFrequency mean rarity as opposed to frequency (you know, like maybe a typo or something?)? I ask because these are my current settings, yet dungeons do not generate at all.
EDIT: If it makes any difference, I am also using customized world types, but the only thing I'm really changing is the Dungeon Count, which, I realize, may not actually have an effect on the dungeons from the mod, I just mentioned it so you'd know.
I feel like I'm getting close but can't seem to stop getting null errors, no matter what I change.
On a related note, is there a way to add randomization to integers, particularly to IDs and LVLs for potions? Tried intarray but couldn't get it to accept it. I would really like it if I could have random potions from a list without having to make a list of 50+ potions for 2-3 levels, potentially different from floor to floor. If it's not currently possible, I'd ask that it be added in the future, because my potion loot list will wind up being probably twice as long as the rest of my loots lists combined.
Edit: I have almost no experience doing jsons, so this has been a learning experience for me for sure. Only reason I'm bringing this here is because I just can't find anything after thoroughly googling.
Just thought this was really cool. I use this mod in my custom modpack and while I was in the Nether, I found a rogue dungeon, it turns out that it cut through the bedrock ceiling of the Nether and lead to the area above. Feels kinda like a "stairway to heaven"
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.
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.
Great. I think I understand that some stuff (village locations?) is determined at WorldGen and doesn't change if you add the mod later, so I'm always a bit confused. Thanks!
Looking for someone to help me out with this, I've poured over the documentation and still it isn't working.
I have tested my json's for errors, they have none. It is somehow acting like its not even there, even though my ingame "/roguelike settings list" command shows my custom loot rules as active and default.
Anyone have issues with this that they can help me with? The link above has one of my json's that SHOULD work in it, if you can find a problem I'd be greatful
I've got a quick question and it occured to me that Greymerk may have some experience with this.
Is there a way to give an area the Mining Fatigue effect for a time just like how the Ocean Monuments do it. Although, I wouldn't use a giant fish, I'm guessing a command block might could be set up?
That way, if I make a dungeon, I could prevent players from breaking blocks until some amount of the dungeon has been completed.
Thanks,
Landar
I suppose in worst case scenario, I could have a one of those guardians spawn in a hidden special tank.
Is there a way to edit what blocks the dungeon levels use? Currently there's a bug with rendering magmablocks in Optifine that make these dungeons run extremely terrible due to the last nether layer using tons of magmablocks. Makes it even worse trying to use this mod with shaders. And the problem is not only when looking at magmablocks directly, as for some reason they seem to be always rendered as long as you're in the area even if you can't see them, so just generally looking in their direction (i.e. on the surface above a roguelike dungeon and looking down at the ground) framerate drops to unplayable.
Using 1.11.2
Does spawnFrequency mean rarity as opposed to frequency (you know, like maybe a typo or something?)? I ask because these are my current settings, yet dungeons do not generate at all.
dimensionBL=
dimensionWL=0
doNaturalSpawn=true
doNoveltySpawn=true
encase=false
furniture=true
generous=true
levelMaxRooms=30
levelRange=80
levelScatter=10
looting=0.085
lowerLimit=60
preciousBlocks=true
rogueSpawners=true
spawnFrequency=140
upperLimit=100
I'm currently playing in 1.11.2
EDIT: If it makes any difference, I am also using customized world types, but the only thing I'm really changing is the Dungeon Count, which, I realize, may not actually have an effect on the dungeons from the mod, I just mentioned it so you'd know.
Is there someplace where I can see how to set up custom loot files? The wiki isn't very clear.
So if I set it to 1 and spawn in a forest I get a decent village with dangerous catacombs >:D
Hey, love the mod.
Having a little bit of trouble particularly adding potions to the loot table. Currently trying to add screencap below with this:
I feel like I'm getting close but can't seem to stop getting null errors, no matter what I change.
On a related note, is there a way to add randomization to integers, particularly to IDs and LVLs for potions? Tried intarray but couldn't get it to accept it. I would really like it if I could have random potions from a list without having to make a list of 50+ potions for 2-3 levels, potentially different from floor to floor. If it's not currently possible, I'd ask that it be added in the future, because my potion loot list will wind up being probably twice as long as the rest of my loots lists combined.
Edit: I have almost no experience doing jsons, so this has been a learning experience for me for sure. Only reason I'm bringing this here is because I just can't find anything after thoroughly googling.
Here's a 1.12 build until the author generates the official one ... seems to work for me.
https://tinyurl.com/y76ll9n8
is there a way to change the spawners on 1.7 10 too modded spawners
Just thought this was really cool. I use this mod in my custom modpack and while I was in the Nether, I found a rogue dungeon, it turns out that it cut through the bedrock ceiling of the Nether and lead to the area above. Feels kinda like a "stairway to heaven"
i am trying to figure out custom loot, but I took a set of files from your github that were samples and maybe they are no longer relevant?
Did a very basic change and I do /roguelike dungeon here loot
and get error Failure: Error in _loot_all_levels.json : Not a JSON Object: Nullthink i got rid of error but now its all empty,
Guess I need a custom everything in settings?
anyone have good starting samples for all the settings I can borrow
i see there are default loot things lin the list, how can i take things from them?
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...
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
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.
If I add this to an existing world, will dungeons spawn in newly-generated chunks?
Yes.
If you have cheats enabled, you can enter "/roguelike dungeon here" to spawn one in.
Yeah, I did see that in the docco. But I'm hoping I can still discover them elsewhere in the world.
ok
You can.
Great. I think I understand that some stuff (village locations?) is determined at WorldGen and doesn't change if you add the mod later, so I'm always a bit confused. Thanks!
is there an explanation for the config setting somewhere?
im not 100% sure what the possible editing options are for it
https://github.com/Greymerk/minecraft-roguelike/issues/162
Looking for someone to help me out with this, I've poured over the documentation and still it isn't working.
I have tested my json's for errors, they have none. It is somehow acting like its not even there, even though my ingame "/roguelike settings list" command shows my custom loot rules as active and default.
Anyone have issues with this that they can help me with? The link above has one of my json's that SHOULD work in it, if you can find a problem I'd be greatful
Hi Guys,
I've got a quick question and it occured to me that Greymerk may have some experience with this.
Is there a way to give an area the Mining Fatigue effect for a time just like how the Ocean Monuments do it. Although, I wouldn't use a giant fish, I'm guessing a command block might could be set up?
That way, if I make a dungeon, I could prevent players from breaking blocks until some amount of the dungeon has been completed.
Thanks,
Landar
I suppose in worst case scenario, I could have a one of those guardians spawn in a hidden special tank.