procedurally generated, customizable dungeons to your world.
Why Dungeons2!? Because Dungeons! (1) is a highly customizable, procedurally generated dungeon system, but it is also very complex and requires a lot of external files to build a dungeon. I wanted to create a SIMPLIFIED system that still procedurally generates dungeons and requires very few extra external files for customization.
* Downloads *
* Required
* For older versions ( < mc1.12)
MC1.11.x
Version 1.1.0 for MC1.11 [AdFly] (forge-1.11-13.19.1.2189)
(Note: you will have to delete your stylesheet.json file first to enable the new styles or download the style sheet below and save to your styleSheets folder).
Version 1.0.0 for MC1.11 [AdFly] (forge-1.11-13.19.1.2189)
Version 1.1.0 for MC1.10.2 [AdFly] (forge-1.10.2-12.18.3.2185)
(Note: you will have to delete your stylesheet.json file first to enable the new styles or download the style sheet below and save to your styleSheets folder).
Version 1.0.0 for MC1.10.2 [AdFly] (forge-1.10.2-12.18.3.2185)
little to no reliance on previously used libraries ie. do not use PlansAPI and LaybrinthsAPI (as they were designed to build structures and series of structures from pre-defined customizable template files).
use 1 config (default mod config) file for mod customization
minimal use of external style files for customization of dungeons (style sheet, chest sheet and mob sheet)
doesn't use any predefined structures, template, schemas or plans but purely style-driven procedurally generated.
includes a set of Dungeon Blocks to give dungeons a unique look.
* Screenshots / Vids *
Entire Dungeon Preview
Derelict Entrances
Dungeon Interiors
Treasure Room
* Method *
For those interested in the method used, my level generator implementation generally follows the technique found here.
These are the steps I use:
1. Generate and separate rooms
2. Triangulate Room and build graph
3. Minimize paths by creating a Minimum Spanning Tree (MST)
It should work now. Please note that I will be updating this library again shortly as I changed the modid to all lowercase and it causes some conflicts if you have any other of my mods installed.
Interested in already configured server? Try Bisecthosting. They have my modpacks and dozens of others already pre-installed and configured on their service. Just choose and play! Use my promocode xdreamz to get 25% off your first month.
You can't fully customize the dungeons like in the first version. This version is meant to be much more simplified and straight-forward for the end-user. However, you can customize what blocks are used to generate the rooms, the amount of decay, the treasure in the chests, the mobs that spawn etc. These can all be found in the [x]Sheet.json files (style, chest, spawn) in the mods/dungeons2 subfolder. The other standard mod settings, such as generation probability, min distance between dungeons, enable/disable settings etc are in the config/dungeons2/general.cfg file.
styleSheet.json example: Shows the styles for the default-floor and default-wall settings
The styles are the main settings that determine which set of blocks are used for the different room elements.
The block is the base block used to build the room element.
The category isn't really used in the mod yet.
The decay is the probably that decay will happen on each block in the room. Pair is with the decayMultiplier from the config file, determines what decay block will be used.
The decayBlocks is a list of blocks to use as a replacement for the default block if the decay probability is met.
Example: Using decayMultiplier=5, means that each block in a room will be tested 5 times against the decay probability. If it is only met once, then the first block in the decayBlocks list is used. If met 3 times, then the third in the list is used, if 0, then the default block is used.
That's all I can get to right now. I hope that helps.
Please make a Patreon and a Curse page for this so we can support and add this to mod packs. AdFly is full of viruses and malware. It makes this really hard to use.
Are there ways to make different dungeon types? And also ways to make certain dungeons only spawn in certain biomes? I'm using Biome Tweaker to create custom biomes for planets and only want a certain type of dungeon per planet.
Are there ways to make different dungeon types? And also ways to make certain dungeons only spawn in certain biomes? I'm using Biome Tweaker to create custom biomes for planets and only want a certain type of dungeon per planet.
You can set which biomes dungeons are generated in, in general by changing the generalDungeonBiomeBlackList and generalDungeonBiomeWhiteList properties. You only fill out one or the other, ie list all the biomes that are blacklisted or all the biomes that are whitelisted.
You can make different dungeon types (appearence-wise) by creating themes in the stylesheet. A lot of the other configuration settings to make a dungeon layout/size/pattern haven't been implemented yet. As well, you currently can't set a specific dungeon type/theme to a specific biome yet.
Is this mod set up with default settings, so I can just drop it in my mods folder and run it? Or do I have to do some configuration before it will work properly?
Is this mod set up with default settings, so I can just drop it in my mods folder and run it? Or do I have to do some configuration before it will work properly?
It is setup with default settings - just drop and play.
Hey, what to folks think of this mod? Has anyone used it and Roguelike Dungeons and compare it? It sounds like this one might be fun but not quite as brutal as Roguelike Dungeons -- since my combat won't win any awards, I thought this one might be more my style.
* Required
* For older versions ( < mc1.12)
Entire Dungeon Preview
Derelict Entrances
Dungeon Interiors
Treasure Room
1. Generate and separate rooms
2. Triangulate Room and build graph
3. Minimize paths by creating a Minimum Spanning Tree (MST)
4. Add hallways by using the MST
Added for MC 1.11
It should work now. Please note that I will be updating this library again shortly as I changed the modid to all lowercase and it causes some conflicts if you have any other of my mods installed.
Released version 1.1.0!
Includes various bugs fixes and improvements.
Added a new Library room to the dungeon.
Added many new room styles using different Dungeon Blocks.
Can you please state in your post that mod require ModUtilsLib and provide link for it?
However, this is great mod for dungeons generation I really enjoy, besides Roguelike Dungeons. (and your first version) Please continue developing it
Have you considered creating project for it on Curse?
My modpacks: Roguelike Adventures and Dungeons | Life in the village | Life in the village 2 | Just Another Vanilla Upgraded | Engineer's Life | Engineer's Life 2
My Discord channel.
Interested in already configured server? Try Bisecthosting. They have my modpacks and dozens of others already pre-installed and configured on their service. Just choose and play! Use my promocode xdreamz to get 25% off your first month.
Would love a more detailed explanation of how I could still fully customize these dungeons.
You can't fully customize the dungeons like in the first version. This version is meant to be much more simplified and straight-forward for the end-user. However, you can customize what blocks are used to generate the rooms, the amount of decay, the treasure in the chests, the mobs that spawn etc. These can all be found in the [x]Sheet.json files (style, chest, spawn) in the mods/dungeons2 subfolder. The other standard mod settings, such as generation probability, min distance between dungeons, enable/disable settings etc are in the config/dungeons2/general.cfg file.
styleSheet.json example: Shows the styles for the default-floor and default-wall settings
The styles are the main settings that determine which set of blocks are used for the different room elements.
The block is the base block used to build the room element.
The category isn't really used in the mod yet.
The decay is the probably that decay will happen on each block in the room. Pair is with the decayMultiplier from the config file, determines what decay block will be used.
The decayBlocks is a list of blocks to use as a replacement for the default block if the decay probability is met.
Example: Using decayMultiplier=5, means that each block in a room will be tested 5 times against the decay probability. If it is only met once, then the first block in the decayBlocks list is used. If met 3 times, then the third in the list is used, if 0, then the default block is used.
That's all I can get to right now. I hope that helps.
Please make a Patreon and a Curse page for this so we can support and add this to mod packs. AdFly is full of viruses and malware. It makes this really hard to use.
I don't like AdFly much either, but I've had a Patreon page up for 2 years (not the best mind you) and no one supports.
Are there ways to make different dungeon types? And also ways to make certain dungeons only spawn in certain biomes? I'm using Biome Tweaker to create custom biomes for planets and only want a certain type of dungeon per planet.
You can set which biomes dungeons are generated in, in general by changing the generalDungeonBiomeBlackList and generalDungeonBiomeWhiteList properties. You only fill out one or the other, ie list all the biomes that are blacklisted or all the biomes that are whitelisted.
You can make different dungeon types (appearence-wise) by creating themes in the stylesheet. A lot of the other configuration settings to make a dungeon layout/size/pattern haven't been implemented yet. As well, you currently can't set a specific dungeon type/theme to a specific biome yet.
It is now on Curse - https://minecraft.curseforge.com/projects/dungeons2
Updated for MC1.12
Are there instructions or a guide anywhere on how to configure the loot/chest files?
I started writing up an explanation here: https://github.com/gottsch/gottsch-minecraft-Dungeons2/wiki/Chestsheets
It's not complete yet, but check back as I will be adding to it over the next few days.
Is this mod set up with default settings, so I can just drop it in my mods folder and run it? Or do I have to do some configuration before it will work properly?
It is setup with default settings - just drop and play.
Is this allowed in modpacks?
Is this compatible with 1.12.1?
Hey, what to folks think of this mod? Has anyone used it and Roguelike Dungeons and compare it? It sounds like this one might be fun but not quite as brutal as Roguelike Dungeons -- since my combat won't win any awards, I thought this one might be more my style.