This mod will add dungeons meant to resemble levels from retro "2 1/2d" first-person shooters and was inspired by earlier dungeons mods and by Oblige (especially version 3.57), a random level generator for Doom. The goal is to create interesting, tactically challenging, and highly varied multi-room dungeons that are fun to explore and rewarding to conquer.
Version 1.14.8 (still for Minecraft 1.12.2) is now out and finally fixes (as far as I can tell) the "cascading world-gen" problem. After almost eight years, this is probably the final version; the mod does more than I ever originally planned it to, including things I would never have thought of at the time. I don't think there are any more features I'd want to add, and as I reach a point of having been tired of Minecraft for several years and look to pursuing other interests, I have "retired" from modding, so I don't think there will any other updates to the mod. Fair well, and thanks for the all the ideas, suggestions, appreciation, support, and kind/flattering words. I'm glad people have enjoyed my little project, it feels good to have made something many have enjoyed.
Downloads Available from Curse
Source Code:
GitHub Repository (latest)
API for Devs: The old API system was broken. Moders wanting to add support to their mod, whether adding mobs to dungeons or to control how / when they generate (like, in a dimension) can just use the deobf provided on Curse. Really, any deobf jar for the same Minecraft version should work.
Installation:
- First, make sure you have the correct version of MinecraftForge installed.
- Download the mod jar and place it in your mods folder, just like a typical Forge mod.
If you're having trouble with Dungeons spawning in recent version but not older ones consider check the theme files to make sure they start with "version 1.7" and that no field names have colons at the end (if so delete them). I think this will fix that problem.
Config File
MinChunkXY: No dungeons will spawn within this many chunks of spawn. Note that this applies to where the center of the dungeon is, not to its edge.
Difficulty: How hard the dungeons should be; this will affect the frequency and difficulty of mobs spawners.
0: No spawners or chests
1: Baby level ("I'm too young to die!")
2: Noob level ("Hey, not too rough!")
3: Default level ("Hurt me plenty!")
4: Hard level ("Ultra-Violence!")
5: Crazy level ("Nightmare!")
NeverInBiomeTypes: List any biome types you don't want dungeons to ever spawn in; the default list consists only of "END" but any valid biome dictionary type will do. These must be types from the Forge biome dictionary, using the names of actual biomes will not work!
ExportLists: False by default; if set to true three lists (mobs.txt, items.txt, and blocks.txt) will be exported to config/DLDungeonsThemes/Lists. These are lists for mod-pack makers and others to get lists of usable content for themes with IDs / correct names.
Dimensions: This list dimension, one per line by dimension ID (not the name, it must be a number) - whether or not they actually can depend on how that dimension handles world gen. The meaning of this is determined by the OnlySpawnInListedDims; if that is true it allows dungeons in the dimensions listed here, if that is false it blocks them from spawning in these dimensions. Put differently this may be either a list of allowed dimensions of a list of banned dimensions.
ObeyFeatureSpawningRule: If set to true (default) the mod will only generate dungeons if the world is set to spawn structures. If there will be dungeons regardless.
OnlySpawnInListedDims: If true (default) dungeons will only spawn in dimension listed in the Dimensions tag (above) and not in any other; these are allowed dimensions. If set to false this is reversed so dungeons will spawn in dimensions not listed and never in those that are (should help with Mystcraft compatibility); these are now banned dimension (any others are good).
SpawnWithWordgen: If set to false no dungeons will be created with world-gen, and will only exist if created using the /dldspawn command.
AnnounceCommands: If true, confirmation for commands will be sent to chat.
StingyWithLoot: If you think the chests are too generous, this will make them stingy!
EasyFind: If true, all dungeons that can normally have an entrance will have at least one and all entrances will have a building or ruin around them.
InstallThemes: Defaults to true. If set to false the themes folder can remain empty, though I don't know why you'd want that!
InstallThemesByCommand: Defaults to true. If set to false the /dldInstallThemes and /dldForceInstallThemes commands won't work. Intended as a safety/security feature.
AutoProfilingOn: May do nothing (usually) or write tons of stuff to the console (laggy), depending on what I have set up to profile. This should be kept turned off (leave it alone).
BuildPole: Should not be used except for testing; it places a quart pillar from y=5 to y=250 through the technical center of the dungeon and frames it with a flying lapis square marking the boundaries. Usually, I'd call this cheating.
DisableApiCalls: If set to true other mods cannot alter setting or themes/mob through the API (default is false).
DontAllowApiOnMobs: If set to true other mods cannot add or remove mobs from themes (defaults to false), even if API calls are allowed. This can be accomplished per-theme by not assigning a theme type.
Themes
Themes allow you and an easy way to mod the mod easily, changing blocks and mobs. You can have as many or as few themes as you like, and control the biome types they appear in. Also, if dungeons won't appear with newer versions, try re-installing themes.
Commands
/dldreload will reload the config file at run-time and from in-game. This effectively reverses any API based config changes.
/dlddimid will show the player's current dimension. Good if using with Multiverse (etc.) in a Cauldron (MCPC+) server.
/dldInstallThemes will (re)install and default themes that are missing. It will not be overwriting any themes that exist.
/dldForceInstalThemes will (re)install the default themes, overwriting any existing themes with the same name.
Doomlike Dungeons by JaredBGreat (aka, BlackJar72) is licensed under a Creative Commons Attribution 4.0 International License.
My Other Mods
Support This / Me:
- Ko-Fi (one-time donation)
1
I have been trying to make an adventure map that's kind of Horror themed, and I wanted to use a mod that added extremely dense fog to Minecraft. I've heard of Chocapic13's V8 Shaders (I think that's what it's called) that has an 'atmospheric density' slider that works well, but that shaders packs either hates my computer or I don't know how to set up the shaders. Any ideas?
1
Same, I agree though, this was an excellent change.
1
Hi, nice to see you, old friend.
1
Yeah, ok. But the alchemy and brewing isn't the same thing as witchery and wizardry. I don't feel like making this game a magical game is the way minecraft should go. Also, try to avoid the greek mythology and/or any creatures that don't seem vanilla.
Pretty much I'm just saying this:
Just because there are potions doesn't mean we need to make this the defense against dark arts class, skyrim addition.
1
This sounds like Ars Magica or Thaumcraft, not too vanilla to me.
1
Should be able to grab you, and pull you in with it's tongue.
1
BTW I did get it working. For anyone who is having issues getting the 1.7.10 version to work, I had to use a download from a different site with Llibrary 1.5.1.
1
Um, mojang released the information that the enderman WAS indeed INSPIRED by slender.
1
This is amazing! I don't understand why nobody sees your stuff.
1
Hey, dude if you need any beta testers, let me know! I have the custom npcs mod and wouldn't mind downloading anything else I might need.
Also, I'm using 1.7.10, so let me know if I need to change versions!