#Roguelike dungeon loot rework
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it exists in the code just not implemented to my knowedge
so it is using the unused features
Lootgames was designed with configs in mind
there is a ton of unused builtin stuff
all the features i have added includes no extra code to the pack
if someone were to delete the config file
the roguelike would play as normal pre config change
so I see no issue personaly
also It would easily be able to be changed for other 1.7.10 packs
if they do have the configs
yeah no worries, I understand better now
Did the Reward room already spawn, or is that the one you have to add to each dungeon?
If so that's a perfectly fine change to make
Perfect, okay yeah that's a great "first added room" for our dungeon customization
We could probably take the time to make them look really special
I did some experimentation with it
what each room looks like is undocumented
so ill get a picture of each one
Amazing, thanks for all your work on this so far and for explaining why you need to make those changes
a solid 60% of rooms are probably unused
or used in like 1 room in 1 biome dungeon
they usualy have one or two lootpools
like the mess room has food loot
this is an example from RAD of all the configs that exist
honestly starting to love this mod
OK google doc time
If someone learns how to master it, you can make individual dungeons unique
ok there are 2 broken rooms
and prob 5 unused rooms
and a fair amount of very obscure rooms
some rooms might not look like how they usualy look like and that is because the rooms color and stuff is based off of the theme
which there is a lot of
and is also very easy to make a custom theme
After noveice thaumathurgy quest tab rework profane wand skip was added
Ah thanks, good to know. In that case that loot should be alright, but we should definitely fix the bugs it has
Ok i got Enchanting, junk, tool, supply, weapons, potion, and maybe novelty left to do
and a few food loot pools
Im not sure how the novelty lootpool works
most of it is just refrences to youtubers like hermitcraft
or devs like greymerk and eniko
im not sure any of these items spawn in chests normaly
they seem to occasionaly replce a tool, which doesnt happen because of the new tool lootpool
or spawn in the hands of a zombie
im just going to let that lootpool be empty because it is a joke lootpool that spawns under very specific circumstances
But will the removal of tinkers items change the item iD
as the material is based off of item ID
Also starter chest is done, spawn with 8 food, some torches, arrows, leather chestplate, 3 backpacks, and 2 stone weapons from a list of mace, waraxe, sword, spear, bow, dagger
spawns only in the bedroom
will probably lower it to 2 or 1 backpack
dungeon mountain food
I love this,
Has any of this been pushed to nightlies yet?
Don't worry about that part for now. Any migration of tinker parts will be a very complicated process that touched the entire pack, and it'll be the responsibility of whomever tackles it to update the reward pools.
That's a good reason for holding off on nightlies
Yep
how does rtg work
it seems like mountains arnt considered seprate biomes
so like this is a planes biome
like this is consider the same biome as those mountains
and this giant mountain is a field
its not that important of an issue though
just makes some dungeons much more uncommon as what is defined as snowy, or a mountain is strange
nevermind, i think it is just modern minecraft that distinguishes mountains as different biomes
What is some good modded junk loot
nevermind my objection to the peacock feather fan from earlier, I mixed it up with some other Twilight Forest stuff
ok
I guess trash would be stuff you can find all over the overworld
So all the blocks used in making the biomes, various plants, stones, mob loot
junk is filler loot found in all chests
I filled it with arrows, low level materials, mob drops, torches, coal, and powderbarrels on lower level floors
very rare chance of lootbag
Torches are always great, and I think a good option of trash that's actually nice to get
Same with mob drops
Perfect
stone dust could be considered
It's better if it's stuff that's generally useful to you in your dungeon delve.
why
because it's junk
Put 🧂 in it 
Would you guys like to see other tools like buckets, hoes, fishingrods, flint and steel etc in the tool lootpool
and like hammers/excavators/lumber axes on lower floors
Tinker tools are effectively useless if they're worse than what you and your teammates have. Tools outside of the regular harvesting tools are definitely fine. You could have tree taps, scoops, mortars. Bonus points because those are consumable and annoying to make. Maybe find a way to give out pistons.
It would probably also be fine to give out some GT tools like the hammer, wrench, file & crowbar.
pistons exist witin the dungeon itself
so ill give out non tinker tools
and tool parts
The cooking for blockheads tools might also be a good idea
Just be careful about the ones that require stainless steel
If they can't be recycled for ingots the stainless tools could be nice, since it's just an unbreakable tool to make food and typically it seems people do methods of switching away from making food by HV.
And you can find most of the ingot material for stainless steel in dungeons already too.
Oooh I like this
Right that'd be a nice reward to have in chests, just maybe from floor 2 or 3 down
For the stainless steel ones
got tools done, food for desert, food for plains, and food for swamp done
Awesome!
You asked about a biome dictionary earlier
Are you talking about the Book of Biomes from Witchery?
What did you want to know about it?
Ah, didn't know about that one.
Looks like it might be the base place where all biomes are stored.
I also did mesa, but im not sure if mesas spawn in naturaly
Very possible, yes.
Im pretty sure
same with oceans
formation like these are deserts
this is what the base mesa dungeon looks like
this is a plains biome
Shield biome and I think Bayou are tagged as Ocean biomes, but certainly don't have anything regarding a normal ocean.
Looking at it
why is gregtech food so weak
in comparison to like pams
especialy because gregtech food takes much more effort to make
also did potions, smith, supply loot pools, and all the food
all that is left is weapons
It can always be buffed.
And awesome!
Just remember not to give out IC2 and Battlegear weapons
ok
is there any good wepaon mods
I mean im not sure about giving completed tinkers stuff
because it kinda defeat the point of tinkers and making your own wepaon
Not really. There's barely any combat content outside of magic, tinker and battlegear which is on its way out.
You should be able to give out the Witch Hunter Pistol Crossbow & related bolts
Besides that you can probably give out diamond or steel swords with okay enchantments on them. You want to be giving out the EFR arrows most likely given that they work with regular bows
Adventure Backpack machete and it's crossbow (we should make it compatible with EFR arrows)
Very rarely in lower floors you could give out the Etheric Sword and The Ender (no upgrades)
The pam Quartz weapons are fine to give out
The natura bows too
Oh and we could maybe do the Thaumcraft arrows
Hopefully that's enough
Can't wait to try it out
now I just need to make it so
less armor weapon and tools
lootpools spawn
and more food, armor, and blocks
as it is like a solid 90% armor weapons and tools
as a baseline
You want it to be only activated through configs though
Right. Easiest thing to do is to make the percentage of each pool configurable
For the rooms where it is random that is
here is the mod I used to test
essentialy ore loot spawns in storage
ore replaces weapons in catacombs
ore food and blocks have a chance of spawning in bricks (the basic dungeon spawner room) and eniko (the other basic dungeon spawner room)
Thanks! Would you mind pushing the code you're using to a branch on your own fork and linking it here?
Or starting a PR against RogueLike dungeons
Either way we'll want to iterate on it
Also comments are kinda allowed in the json
it just doesnt read code it doesnt like
also im pretty sure
that file with the comments
does nothing
as i misnamed what it inherits
also
The quant bow
is just fancy flame bow
it doesnt actualy double damage
it does 12 damage per shot
Also @haughty yarrow i closed old pull request and made a new one, is there a better way of changing a pull request
For the size file, it allows customizability to the number of rooms
And allows the distance between rooms to be larger
Yes you are meant to create new commits on the branch you are working on and push those commits, which will update the opened pull request.
Sure, I was mostly wondering whether you had used it to make any changes.
Either is fine
Ok
Did the comments you suggested in the first pull request
Removed battlegear 2
Removed the erroneous code about floor 5, added reward room to floor 4
Awesome thanks, I'll try to test it tomorrow
you can do /roguelike dungeon here
to summon a dungeon
and /roguelike dungeon here (config name) to summon a dungeon of a specific config
Damn that's helpful
I re-opened https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/pull/19542 since the branch hasn't changed and it already has review comments and closed the duplicated PR.
Ok
Mind opening a PR for the changes to Roguelike Dungeons as well? We can leave it as a draft for now, it'll just make the review process easier.
By the way, I would recommend you work on branches instead of on master directly if you want to be able to open 2 different PRs for the same repository. It's not strictly required, it just makes collaboration and working on multiple things much easier to manage.
https://git-scm.com/book/en/v2/Git-Branching-Branches-in-a-Nutshell
https://www.jetbrains.com/help/idea/manage-branches.html
FYI I did just find a dungeon in the Hot Desert biome
so they do spawn
For testing purposes that dungeon is on seed 1337 at x: 44, z: 489, y: 91
I'm noticing several issues which are probably related to the changes done to the room layouts and other non-loot related dungeon structure settings.
Desert dungeons appear to have stained class window decorations of all colors by default, but now they spawn with this carrot & pumpkin decoration that I've also noticed in a Tower dungeon.
They also have block of quartz single blocks in the walls which are now replaced by the lightswitch room.
I've also found the Nether themed "end of the dungeon" 8 chest room typically found on the 4th level on the 1st level of that dungeon
I think we will most likely need to find a way to isolate loot changes from structure changes, so that any structure changes are done gradually and intentionally. I'll gladly help you with that, though I don't know if I'll have much time for that this week.
The loot seems a little bit over-tuned for ore and starter chests, these are individual chests.
The reward rooms do spawn, but not linked to any special challenge to get to them which is probably why they weren't in the game to begin with. We might want to change that, maybe at least by giving them mob spawners if we don't change the dungeon structure code to better place them.
Overall just the 1st level seems to have much longer corridors and many many more rooms than without those changes. (I loaded the same seed on 2 instances, with and without the changes)
This leads me to believe that the size.txt file introduces unwanted changes.
Note, when I say "unwanted changes" I mean that we must explicitly articulate our intent about every change we intend to make. This is how we tell appart bugs from features.
Yeah I think splitting the loot out so that it can be merged first, then working further on refining the dungeons now that you have the new loot done, will be a much simpler and easily balanced process
Food chests have definitely gotten more interesting
Yeah I think once we only have the structure changes we need, if any, we can merge it even if the item pool isn't perfect or even if it's a bit overpowered, just so we can start getting some feedback on it.
Yeah looks like the resource amounts could be halved,
Like specifically the ingots
And the rate of backpacks
I forgot to change it to 1
Ok
Ill add back segments
Or custom segments
It should be a similar process to rooms
Essentially what we need to do for structures is one of 2 things:
- Find a way to inherit the existing dungeon config unchanged and make only the very limited changes we need
- Examine the code and recreate the default config exactly as is, so that we have a baseline we can change and compare with.
I cna make baseline if you want
Ah perfect, let's have that for now please. :)
Ok
Even if that means not having the reward room active for now, we can always add it later.
Ive found all spawn naturaly
Exept jungle swamp and mesa
Do /roguelike dungeon dungeon_ice
Or dungeon _mesa etc
To spawn that specific dungeon
@haughty yarrow you cna do /roguelike dungeon loot_all
For only the loot changes
Got it, we'll probably want to change the mod directly to add compatibility with our terrain generator
Or roguike dingeon here loot_all
It can spawn
Just uncommon
If you do dungeon here
It spawns a biome accurate dungeon
Interesting
that's a good way to test the generation
But yeah if there are no conditions right now that will generate the swamp, ice and mesa ones, we can change that by giving it direct compat with our terrain generation mod
Swamp spawns in any swamp
Ice spawns in non forest ice
Mesa spawns in the two random ocean biomes that arnt ocean
Shield and bayou
As mesas dont exist
Every biome dictionary has something to spawn
Beaches and rivers go to swamp if it is possible for them to spawn
Badlands go to mesa
If badlands actialy exist
Mountain one can now spawn on hills as well
I balanced the foods on rhe floors by theme
So idk bow balanced it is
That's fine, hopefully we can do some mast testing for that
The corridors were slightly larger so that large rooms dont collide
But i think there is another way to do that
Scatter is the setting that does that
I gave rooms custom themes to see if it would be good, i kinda like them
But i can change it if it is too jarring
I think custom themes are awesome, in fact we should do many more theme changes, probably, but those theme changes need to be listed and made explicit so that they can be discussed and agreed upon, and so that the intent behind the changes can be subject to meaningful feedback and criticism.
For now, what seems easiest to release and provides the most value is the loot changes, so it's probably a good idea to get those done now.
Perfect. You can keep your existing theme changes in another branch.
Actualy i think just removing the rooms and size file will suffice
Got that one to spawn in a river, definitely never seen in-game
Might just be incredibly unlikely
It is in game
Just so rate
Rare it never spawns
The only new one is the snow one
Not sure why that river biome did that
The brick one spawns in forested snow
Anything remotely a forest counts as forest
There is a snow biome one
That uses a unused built in tower
What if we linked loot games & Roguelike dungeons? :v
Im not sure how that would work
We'd basically add lootgames as a room I guess
Idk
Found a bayou and was able to spawn a dungeon in it
I think for bayous and jungles we might want to take into account how those are much rare in GTNH and increase the dungeon spawn chance in those situations
What dungeon spawned
The dark wood dungeon spawned but only because I ran the command
Alright
I got the very high tower with colored glass to generate in "Highlands", had never seen it before
It's got white & blue checkered floor and lots of "lived in" rooms, pretty crazy
Ah, even found a naturally occuring one
It is the mountain dingeon
Dungeon
It is more common bc i made it spawn in hills as well
Jungle dungeon has the strangest custom themes
@haughty yarrow as a warning, food will most likely not spawn on most floors
Rooms are the main way to ensure certain loot pools spawn
As in there is only 1 food room
In the entire dungeon
Actualy 2
Both on the 1st floor
I think the most crucial thing is to give the bricks room more loot pools to choose from
Or even just spawn in 2 chests
Otherwise not much balancing can be done
As balancing loot that cant spawn is hard
The fact that dungeon chest loot spawned in any chest did a lot of heavy lifting for item variety for old rogue like
Floor 1 loot
floor 2 loot
this is with base rogueliek dungeon mod
and base rooms
floor 3
has an exessive amount of loot in base form
and it is exclusively armor
weapons
and tools
essentialy the point is removing the rooms would give 0 good balancing data
in my opinion
ignore the shields they got removed
that is in why in my personal opinion
rooms and loot need to be connected
and to a lesser extent size
or else it is just worse original roguelike
because you dont get the dungeon chest loot diversity, unless there is some other reason to seperate them
Well I should point out that if what you want is a chance for any chest to havea chance to have a few ingots, some food, some torches, those things can be added to tool, weapon and armor chests
I mean
that would make it less readible
but i guess there is another way
would require like a complete rework
prob an exageration
but remove the tag from each one
so it is all junk
so all items
spawn in all chests
but that seems harder than just using the built in config sttings
Well maybe not all items, but all the ones you want to distribute in all chests
i dont realy want all items
in all chests
just some chests to have more of one thing
just an equal distribution
of those chests
it would make balancing significantly easier
although I am confused about the hesitation to change the roguelike code
i mean gettign much less
but every chest
having every item
is interesting
but it is still strange, thematic chests would get messed up as well
We can totally change the roguelike code, but we have to do it in a way that only applies within the modpack. This can be by adding configs, by making the lists configurable, by adding a check for the presence of the core mod.
I mean isnt this roguelike dungeon the exact same as the default one
but alright
I got an idea
You're right that the loot pools and the rooms they're associated with are strongly linked, and that in some sense they must be co-designed.
The way I understand it, there's 3 main things you've been changing in rough order of how disruptive they are:
- The various loot pools (loot changes, only ever affects GTNH since it's fully in config, least disruptive)
- The allocation of loot pools to given rooms, and the amount of rewards within those rooms (room changes, code changes that needs to be done carefully so it only affects GTNH which isn't actually hard to do, mildly disruptive)
- The number of rooms, which rooms appear where, decorations, theme (structure changes, most disruptive, has the potential to affect the look and feel and overall experience and needs the most polish)
My suggestion in regards to the structure was to only change it in intentional well disclosed ways that ideally have been the subject of prior discussion just like the loot was,. If structure changes are needed to make loot worthwhile, then obviously we need to get to them eventually as nothing is off the table for making dungeons better.
The main issue thing I'm trying to communicate is that the more you try to change all at once, the harder it will be to get that set of changes merged in. Based on the list above, loot changes are simply the simplest thing we can do so they make for a good first step before we go any further. The end result should still be a net improvement, and then we can work on the next step with a lot more confidence. Once the contents of the loot pool are accepted, shuffling them from one spawn location to another becomes a minor change.
From my understanding of Prs, the Pr should be in a state where it is better on its own than the original content
looking at this
compared to this
im not sure if i would consider it better
so how should only the loot be done
so it is good
on its own without disrupting everyting else
it would be jarring to have a small amount of each pool in every chest
and would have to be immidiately changed back if the rooms want to be changed
If they have to be done one at a time in order so that each is good on their own
I think changing the allocation of the lootpools should be first
since it still works on its own
In its current state the loot rework cant stand
and probably wont be able to, unless you got some other idea, ill try the every loot pool spawns in every chest thing, but i still think it would feel strange as there would be no special room, all rooms would have the exact same loot
Well not quite. My understanding is you feel like food and ore chests are too rare right?
Actually before I suggest any thing, I'd just really like to make sure I understand the problem you're trying to solve
That would be awesome though I’m not immediately sure what the loot games license is
Yeah
This is what the tested results are
I thought of a better idea for a workaround though
Awesome, would you like to detail it here? This might be a faster way to iterate on it than you implementing all the work first and then adjusting.
duplicate all the food files and put them in armor
duplicate all the orefiles and put them in weapons
duplicate all the blocks files and put them in tools
and half the quantity
the ore, food, and blocks chests will remained untouched
That works very well! The exact quantities will probably need to be tweaked in balancing but that's a very sensible solution.
Ideally you could use the ability to inherit loot pools to avoid duplication
nothing should duplicate
You could potentially make BASE_ORE, BASE_FOOD & BASE_BLOCKS pools with low quantities of rewards, and inherit it BASE_ORE in the ORE chest and in the WEAPONS chest for instance. This would make it more maintainable. We can add code support to let you multiply the contents of an inherited pool
Awesome.
Kudos to the Roguelike-Dungeons author for their very flexible configuration system.
Someone has been updating Roguelike Dungeons for 1.7.10
Oh, haha, it's a fork of our fork :v
ok it seems
to not do much
ok
i commited all the changes
it should work better now
Awesome, I'll give it a shot as soon as I can
For the backpacks we should probably give the hunter's backpack to help with dungeon loot.
sure
ice dungeon
swamp
i should redo some parts of this
mountain
I remember that quartz is actualy useful
so that needs to change
And the chisel blood runes can be chiseled back into real blood runes.
Prismarine requires Botania Mana & Alchemy and is made from Quartz.
I'm not saying we never should be able to use it for decoration, but it has an actual cost attached.
That being said so do bricks. I've already heard people call house dungeons brick veins, now it would really be a vein. Not saying we can't do it but that's getting into "outside of dungeons" balance territory so we'll want to validate that it's not a problem.
jungle
im pretty sure
i broke one of the floors
I thought this was the blood rune one
mesa
desert
For the reward room it might be nice (probably not now) to place a locked chest in it and to hide the key somewhere else on that level.
Any other thoughts about the themes
My main thoughts about the themes is that it shouldn't just be mine and your thoughts. We could probably use the visibiliy of a a new AOI thread to discuss themes, which would be appropriate since this one (the loot rework) could be said to be wrapped up after we finish balancing your hybrid loot pools.
Ok
Besides that, I like the idea of using deepslate & deepslate city looks for the lowest level. I think we might even want to make it the default look instead of Nether to really accentuate EFR's presence in the 2.8 update. Nether fortresses already exist in the Nether but this would be the only place to find Deepslate bricks (which currently lack proper recipes it looks like, just default ones).
I'm not sold on replacing the early desert level coloured glass look by the carrot patch look, and I think if we want log walls in the forest they can probably be oak rather than jungle.
Ah could be, it's useful to have comparisons for those discussions
with one of the other viable 4th floor default themes
I mean a lot of dungeons have thematic 5th floors
the hot desert has the nether
the cave has the deepslate
the watery swamp has the ocean monument
the snow one has the tundra
Yeah I wasn't so clear on that. So loot pool 4 is for the 5th floor and loot pool 0 for the 1st floor?
yes
It makes sense of course
ima call them 1234 and 5 when speeking though
lot of builtin themes to work with
Handy. But we can certainly go further and make our own themes from modded blocks
As you've been doing of course
But maybe we could go further and do cool stuff in code
Lots of people gave idea for the loot, so I think we can probably get lots of good ideas for themes
We could probably have way more than 1 theme per kind of dungeon and per floor, and really bring in a ton of variations
And effectively make dungeons Decoration Block veins
as a warning for the chisel block floors
mobs can only spawn from spawners
which is majority of the mobs anyways
ok floor 1 loot
floor 2
floor 3
floor 4
floor 5
any balancing thoughts
- Primarine: I still think we should avoid Prismarine until we get some sort of confirmation that it's completely okay to ignore the magic mechanics required to generate it.
- Tools: Early on, why not give out some mortars, knives?
- Give out the wooden Tool stations so people who forgot to bring one can upgrade their tools or build new ones with the parts they get. We could probably also just make it spawn in the dungeons with the theme update of course.
- The bone bow seems awfully common. It's still quite better than the normal Vanilla bow so maybe make it rarer.
- Tinker arrow heads require fletching to be useful. Maybe give out some? Typically regular feather or leaf fletchings but also more rarely slime leaf fletching and in lower levels slime crystal fletchings.
- The Thaumcraft Magic rings: Those usually come from
Rare Treasurefrom Thaumcraft boss drops, as well as magic progression quest rewards. Giving them out as soon as floor 2 seems like a big buff in their obtainability and as such makes that loot a lot less special. Consider removing all of them but keepingRare Treasureavailable for the 5th floor, withCommon TreasureandUncommon Treasureavailable on earlier floors. Most likely common treasure is available at all floors, uncommon maybe starting with the third floor and rare with the last floor. (Of course I see you're already giving out treasure which is great) - Knight armor from Battlegear 2: Remove since the mod is getting removed.
- Yellow slab rewards: Just wondering what those are and why they don't stack.
- Backpacks: Middle backpacks should be quite rare 5th floor loot since they require stainless steel, before that give the regular size backpacks. Consider giving them out in every possible color. You can also give out the project red backpacks with less rarity.
- It looks like players are still going to be running a very large torch deficit exploring those dungeons. Maybe we want to be more generous with torches in junk loot. Maybe include Soul Torches on the lower levels that you plan to make out of deepslate and skulk so players can light them appropriately.
Besides that I think loot generally looks great and almost ready for testing
Great work!
i think it is efr prismarine
mortars and knifes do spawn for tools
just didnt get it this time, i can make them more common than other tools though
EFR doesn't have Prismarine
Just for floor 1 maybe
the backpacks in my inventory
was to store the items
i got from the floors
Hahaha okay
Floor 1 gave out 16 sticks and 22 coal, so 48 torches there, floor 2 gave out 25 toches, 4 sticks and 10 coal, floor 3 gave out well over a stack
i feel like that is enough for torches
Sounds good
Maybe remove it for now, looks like a meme-status food only available from space mining and meteors
i think it is moon tier
The moon doesn't actually have cheese ores
in GTNH
And even if it did, still slightly out of scope for an overworld dungeon. :p Keep it for when we do the Moon Roguelike dungeon
ill add fletchings
which thaum rings are rare
i thought most were common\
medium backpacks are on the 5th floor in the reward room
which isnt out yet
I'd still rather give out the treasure than the ring anyway since it's stackable :)
It turns out the rings are also rarely in all the treasure bags, my bad. Still not as common as your test run
We should spend some time modding in a challenge of some sort for the reward room
For this PR, yes. But we will need to put effort into mobs sooner than later.
I got an idea for mobs once that aoi comes out
@stray gyro
@stray gyro
personally i would make baseline ingots like iron, copper and tin have a minimum of 8 to spawn in at floor one
i would put steel down in floor three because that's where the danger cranks up and it's very worthwhile to get early steel
also things like slime blocks, pam's fruit trees, and some mid-tier meals like footlongs or deluxe cheeseburgers could be loot for floor one
doesn't have to be stuff for progression on the Healing Axe ( but i think it'd be appreciated if there were stuff for that quest in these dungeons )
Enchanting table
there's the wizard dungeon that sometimes spawns with it, and lootgames can give you it too
it could be a fourth floor drop though, i think that'd be worth the trouble going that deep for it
Ikr
So you mean 8 of each ingot got the first floor? I like the idea of balancing item weights and quantities, room count and distribution according to a target amount of received items per floor. Nothing a good spreadsheet can't solve.
i mean if any of the common ingots like iron and copper were to spawn in any of the chests, the minimum amount should be 8. right now opening a chest and getting one iron ingot feels really bad, especially when you get deeper into the dungeon
for the more valuable ingots like steel, 1-2 ingots would be fine, and have it so they're not super rare, like one chest per floor ( starting at floor three ) should have steel in it
that way it'd be worth getting perforated over
also, i want to playtest this out too
just fly around in creative and see what spawns in dungeons
As soon as the obvious issues are out and it's just the loot changes (without theme changes) it's going in the nightlies. That being said you can check out the branch, copy the config into your nightly, generate a new world and try it today
yah i never messed around with the files before so i dunno where to start with that
I think the numbers is something we'll be tweaking on an ongoing basis. For now I'd rather be more conservative on the loot amount so that we don't risk the early game meta switching from mining to dungeon delves, which is explicitly not a goal of this rework.
that's understandable, i mean if worst comes to worst you can always swap out ingots for dusts
that way it requires a little machinery or a smeltery to work with
or using fuel in a furnace
For steel? That's not a bad idea. For other metals dusts are just better than ingots. :p
Let's keep in mind weapons and armor loot can also count as metal loot.
I wonder if we should make it much easier for players to grind their loot into dusts while they're in or around the dungeon.
Maybe encourage players to build a mini-dungeon outpost for the time they're exploring it
i mean truth be told, if it wasn't for the spawners taking an actual day to break, the layout of dungeons are not too bad for building a base in
The main reason you need a nightly build to test is some loot in the config doesn't exist in stable. Once you have a nightly, you can download https://github.com/WanderingHero/GT-New-Horizons-Modpack/tree/master as a zip and copy paste the folder with all the dungeon config changes into your instance's config folder. https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/pull/19542/files
nightly builds are in the #announcements channel, correct?
efr?
By the way, we will still need to remove all theme changes before merge though it's fine that you're testing them here.
The theme changes will be for another PR
I will encourage you to learn about how to use git (maybe even just the visual git client for windows) and branches when you have the time so you can easily switch back and forth between your branch that has themes and the one that doesn't.
Let me know if you'd like help with that.
It isnt hard to upload files
And requires no other code changes
If an inheritance does not exist, nothing happens
Same with bad code
Or bad item ids
Nothing can cause a crash
ok deleted themes
anything else I should do besides fix gt tools
I don't have anything to add right now appart from my earlier bulletpoint list.
Made a themes branch
To restate after our discussion, ignore the stuff you've already done:
- Primarine: It's from Botania unfortunately, let's give out some other cool looking block instead. Maybe a ztone if you haven't done those yet.
- The bone bow seems awfully common. It's still quite better than the normal Vanilla bow so maybe make it rarer.
- Tinker arrow heads require fletching to be useful. Maybe give out some? Typically regular feather or leaf fletchings but also more rarely slime leaf fletching and in lower levels slime crystal fletchings.
- Please give Thaumcraft Treasure rather than directly giving rings
- Knight armor from Battlegear 2: Remove since the mod is getting removed.
- Galacticraft Cheese: Please remove for now
Awesome
ill remove primarine
primarine is a nice decorative block, i think there should be a decorative primarine
I think you're very much right. Ideally we'd have a way to turn any block into a purely decorative recipe-less version.
is there a way to jank it into being an architecture block?
pretty sure that'd remove it's functionality
Yes but then it'd be named a double roof tile or something awful
And you wouldn't be able to further shape it into other architecture craft shapes as you would the normal block
so remove these
Yes please, they're already covered by Common, Uncommon and Rare treasure
just gives further incentive to dip into magic if someone cares enough about prismarine to want to be customizable with it. 😛
diping into botania
for prismarine
isnt prismarine kinda expensive
to make in mass
i think Hero was in the voice chat yesterday when i said one of the main problems of rogue like dungeons is that the blocks of the dungeon are the most valuable parts of it
not me but soemone
so personally, i ain't against the blocks being junky architecture blocks
if it removes some of the utility of the quartz blocks, redstone and such
it looks like you guys were trying to backport deepslate?
that'd be nice to have as decorative veins
makes it more desirable than making stacks of smeltery bricks pre-mixer, bluh
sure there is a deepslate theme planned
but it already spawns in veins as well
as in every block below y20
is deepslate
when you say veins are you--ah okay
so it'd be a worldgen change then
not specific to RLDs
that's exciting
it's such a pain to find a dark brick color for builds
that can be made en masse
i jsut use painted stone bricks
those are okay, but i need somewhat darker black-grey bricks for some of the room designs i do
plus deeplate tile stairs for roofs is fantastic
but EFR adds in azalea, deepslate, moss, copper blocks and varients, copper bulbs, sculk
replacing the redstone lamps with copper bulbs
on a floor could be cool
all the copper blocks would make the steam age builds much more aesthetic
banners too, awwright
that's really all i need, there's so many builds i have ingrained into me from vanilla that i can't do in GTNH
and i have to do weird, microblock chiseling to do
chains too. you know i am surprised there's no chain decor block in any of the mods in this pack
the chiseled versions can be...fine.
man, when's 2.8 coming out? 😛
i want to make my base extra pretty
you can just play on the nightlies
no more world edit for this
so there are 40 different floors
so potentialy 40 different themes
if someone wants to put in that much effort
Join us in the nightlies and #beta-testing
is there a guide for how to play the Nightlies?
i got Prism
says i have no access
download the prism file then import
make backup of world then move it to the nightly
Give yourself access in the channel selection
Nope. And that's fine let's experiment with that
Default? Haha that one was never meant to be given out but it's a not a problem. We'll just want to give it a better name.
Btw later we might want to give out some categories of loot in the form of custom lootbags
default, stone, steam, basic bees, ic2 crops, gardens
spawn in
i assume ic2 crops will be repurposed for new ic2 crop mod
Eventually
could either of you two walk me through getting this nightly installed? i can screenshare in one of the voice chats
you can trade with the rings though
i have basically zero experience with git so i dunno what i'm looking for
the download
mostly used to pressing a download button and having it work
i think you need a git account to download the file
yeah there's no downloader without having an account
alright that makes more sense
okay, i should have everything all set up, i was going to fly around and grab stuff from the dungeons
and gauge the loot from the perspective of a player, as in not using commands or anything to pull stuff from the dungeon
was going to fly through and loot like how i normally would
also, since there's going to be a rework of these dungeons, any chance of there being a sidequest in the stone age for exploring them?
could simply be a trigger quest like with the lootgames
but i think it could be nice to have new players explore them for loot early game, like have a quest that says that there's high risk and high reward for exploring
There will definitely be something done to highlight the efforts that were put into this
oh for sure, not saying there should be a whole quest chain dedicated towards it, but having a quest at the end of stone age wouldn't be a bad idea
would also be a good place to have information regarding the Thaumcraft obsidian circles, witchery circles and the wicker man effigies having loot/spawners
even something like: "Have you checked around any of the suspicious structures in the overworld? You'll find loot in some pretty unexpected places..."
On that note, we might want to take a look at those structures and how they can offer better metals than RLDs with very little effort.
it's really only the obsidian circles and the house RLDs that stick out to me
like, you find a house RLD and you basically completely skip the tutorial section of the quest book
plus the bricks are great later for making BBFs
first chest has 30 iron ingots in it now that's the spice
also a full stack of coal is pretty huge too. is the idea to not give torches in these chests?
sticks and coal
can spawn in chests
on floor 1
torches on floor 2+
also there is wood
on the walls
i mean it's probably not a huge issue, but this does make going down into the first floor worthwhile to get early fuel pre coke oven
wood is so easy to get i dont think it is a problem
not shown in the screencap, but i am surrounded by spiders so
it's mainly it being coal, since it can be made into coke coal later if the player chooses to do that
personally, i think it'd be hilarious if the coal was swapped to lignite
placeholder saw spawns in chests
gonna keep looting and seeing what else is here
i'm in a desert dungeon so i'll need to find another one here
i dont think statistic book
spawns in
without the rooms
custom rooms
food is balanced more around what i thought was interesting than balance
like desert goes from
cooked
baked
roasted
hot
in food
tha main point
is food variety
that's pretty fun
to get more hearts
yeah, i am still of the opinion that some of the pam's fruit trees and seeds should be in the loot pool
like, the more useful stuff. coconuts, oranges, cinnamon, peppercorn, maple, any of the nut trees
slime trees can be floor 3+
okay so, i did a full exploration of a random castle dungeon's first floor and i would say that the loot feels pretty good
i found about a stack of iron in total from all the chests, plus a lot of food variety and nothing too overpowered
i would absolutely consider getting my ass kicked for a stack of iron right from the rip
so i think the loot so far feels pretty good
i got less lucky on my floor
because it is a 1/3 chance
for ingots, food, or blocks
rooms alleviate some luck
with guarenteed pools
oh you put tipped arrows in the loot pool? that's pretty based
haling 2 arrows are pretty nice
armor pierceing
does like guarenteed 10 to undeads
okay i found 11 Damascus Steel on Floor 2, mayhaps that could be move to Floor 3?
also found 3 Vanadiumsteel too
did you find normal steel
no
i could just be lucky, but that's my current observation in this random dungeon
could be a fluke
i got only steel
and no type steel
floor 3 has too many chests
because the crypt room spawns too much
aww. that's still in development?
it is done
but will be worked on
next pr
or done in quotations
needs balancing work
and themes need soem work as well
i mean hell, just going off of the loot i am pulling from Floors 1-3, i would be pretty stoked going down in these dungeons
that's without the extra special loot table
Great, that's the main goal of this entire effort.
Again, without wanting to turn GTNH into a looting game. I think ideally the non-metal rewards you can't get anywhere else in the game (without crafting them yourself) should be the main reason you want to go to the dungeons. Metal rewards can serve a nice incidental bonus that's always useful.
isn't there some unobtainable food items that don't spawn?
like some biome o' plenty food stuff
Desert:*
all cooked
all baked
all roasted
all hot
Forest: all sweets on every floor
low tier sweets
cookies and doghnuts
higher tier sweets and savory sweet items
pies
cakes
Ice
smoothies
ice cream
toast
italian
taco/burritos
Jungle
jelly
cream
random items not in other food pools
sandwich
burger
MESA
same as desert
MOUNTAIN Every drink
Juice
soda
tea
soup
alcohol
plains
yogurt
jelly sandwiches
potato
cheese
apple
Swamp
fish
food made from fish
foods for each dungeon
something i am noticing is armor spawns a lot in the loot chests
like, multiple iron armors, sapphire armor, bronze armor
1/3 chests have armor and food
1/3 chests hace tools and blocks
1/3 chests have weapons and ores
hopefuly we make it 1/6 for each later
or add more rooms
with guarenteed loot
Could simply be fewer armor pieces per chest for now if we think there's too many of those.
yeah 4 armor pieces per chest is a bit high, it could be a full set
yeah few armor pieces would be better, same with the tinker's tool parts, i am seeing a lot of those too
like, 0-2 armor pieces if they're supposed to spawn
the idea here is they don't stack and players don't want that many
same with
tools and weapons
that is whyI suggested reworking the pools
so more stackables spawn
with food, ore, and blocks
right, i am not saying each loot chest should have stuff you want all the time
yeah, you know i would be pretty happy if the Ztone base block was part of the floor 3 pool
the one you use to make all other Ztones with
brownstone would also be great too
as a higher drop chance
aurora is at a higher odds
i mean i have my bias for blocks
and everyone has there own prefrence
and there is too many building blocks to add them all
s'why i say go with the generic option
yeah i saw that, spawn eggs are more special i think
like, the golden lasso is a utility, most players would prolly use it for their horse
It might be cool to have some villagers live in the dungeon later. Not sure how long they'd last. :v
you can add a villager spawner
could put them in the jail in the sewers
WoS users salivating
Without an explicit spawner, that just breaks the way villagers work in the game.
That or the comfy rooms with beds
on spawners in this verision
that'd need iron doors
otherwise they'll just walk out and die
there's also the B room too
oh just found my first backpack on floor 3
i mean, to be honest, i would risk getting killed if it means getting a backpack before making a BBF
i'd still risk it, early backpack is a yuge bonus
it's the primary reason i go explore the overworld for those obsidian circles
if i get one steel ingot, i make myself a backpack
an idea: why not add in some of the materials for making armor in the armor chests?
because it is in the ore chest
right i know, but it'll fill these chests up a little more while also sticking to their theme a little
main thing is to not have players be like "wow this chest doesn't have anything in it"
because floor 3 is a motherfucker. i'm flying through in creative and there's at least 40 mobs around me at any given point
yeah i was thinking that, hence why i was suggesting adding in more of the gemstone varieties
chipped, flawed, normal, etc.
what gemstone would be useful
aside from diamond? uhh...well there's ruby, of course.
exquisite diamond and exquisite emerald spawn rarely on floor 3
i seen a few of those
suggestion: give out some amounts of lapis in tool chests
oh, yes, actually that'd be wonderful
that makes sense
Loot Ores Floor 1 (internally floor 0) Top to bottom Emerald Diamond Steel Wrought Iron zinc Gold Copper iron Coal Floor 2 Top to bottom Damascus steel Vanadium steel Silver Bronze Tin Wrought iron Iron Floor 3 Top to bottom Exquisite emerald Exquisite Diamond Ruby Emerald Diamond Silver...
here is the ores
and chances
i replaced thaumium with ancient debris
on floor 5
ill replace reinforced with normal steel
so you have to work for that
although there is a ton of steel in armor on floor 5
and reinforced is not gona be good for tinkeres
in the future
So I'd like to clarify something.
My understanding of these reward pools outside of the main 3 is that they exist to populate specific chests that should contain items that fit that pool.
There really isn't anything stopping you from placing stuff that fits there in other pools as well.
All that to say that it's fine to give out let's say redstone and lapis in other pools without it being also present in the ore pool.
yeah, it's mainly to fill out some of the chests
nah the other loot pools exist to piopulate extremly specific chests in very few rooms
in base roguelike
yeah that's what I meant
And normally the ore pool is like that, a very specific chest
so that's fine, because it doesn't have to be the only chest with "ores".
so an idea: what about adding in dusts to the armor/weapon chests
like iron dusts and such
i like the idea that the loot is old and some of it has shaved off or degraded
no i know, but like impure dusts and such
So instead we need to let you find piles of rust :v
basically i am trying to think of ways to incorporate more of GTNH's mechanics into the loot
and give the players options on how to process loot
if they so choose
2/3rds seem too much
chains can go in blocks
That's why I suggested you add lapis and redstone to the other chests as loot which is completely independent from the "ore" pool.
In reduced quantities then.
junk is the loot that spawns in every chest
well right now as i am going through this dungeon, the armor chest has a whole lot of armor in it
like, really nice diamond-tier armor
with the ruby and sapphire armors
oh i know, i am thinking about this from a perspective of starting a new world
Or a windmill. 
does windmill double
it does!
16 dust to 16 plates to 2 chestplates
Windmill QoL update is near the top of my todo list.

just make the rotors last a little longer is all i think it needs
Only ores are doubled by macerators, and they're not so much doubled as efficiently processed.
I wrote a wind power rework idea in the like 20 page pollution rework idea i wrote
something i always wanted to do too
also make the structure not invalidate for putting a hopper in place of a clay block
and that's all the structure needs
but yes, windmills double ores
Infinite rotors or bust. ♾️
But right, doesn't need to be infinite, at a minimum it needs to only consume durability when in use, not just for being installed.
yeah, pretty much
i think that's my only main gripe with it is that you have to be using it with the rotor attached
and i think it'd be nice to have a spinning windmill be a part of the stone age aesthetic
Other minimal change for usability is it showing up in NEI, which will require dropping all it's unique recipes. But that's fine because no one knows them or uses them.
you know, Stardew Valley vibes and so on
Anyway, off topic
it really does
It is quite cryptic.
By the way have you seen many of the supposedly secret rooms this mod is supposed to spawn?
ok nbt doesnt want to work for some reason
I think i need to add
segments
aside from the B room?
for it to work
custom rooms are strange
so ill try to fix that
when we move to rooms
problem with not making them secret is that
it spawns wierdly
i mean it is passable
but kinda strange
Oh I don't want to stop rooms from being secret, I just don't know how secret rooms spawn, and if they even spawn
Alright, so for when we move on to rooms that will be part of the list of problems we need a solution for.
on the wiki it says secret rooms will spawn if possible
so ill check to see what logic it uses
okay i just went through the third floor of this dungeon, i found basically no ingots, a lot of food and a lot of armor and tinker's tool parts
that is just bad liuck
it is still 1/3
since ore is linked with weapons
when rooms get added, there will be guarentee spawns
because the creeper room guarentees 2 full ore chests
i am willing to say that, but i also think maaaaybe adding in some more ingots to the armor/weapons pool would be nice
yeah, that's the only place i found ingots
ingots already spawn in the weapon pool
i guess by ingots i should say things like steel, red alloy, bronze and such
i could just rolled bad here
it spawns gold, silver, diamonds, emeralds, exquisite diamonds, and equisitie emeralds, and rubys
iron and gold i found a lot of, but i think by floor three you should be getting nicer rewards for this level of CBT here
each floor has a limited ingot pool
because getting like 5 of one ingot
is not useful
s'why i was wondering if it'd be nicer to add ingots in with the other unique chest pools
and not have it limited to the ore pool
1/3 chests have ores
i could have rolled a bad third floor here
and every cest will have a chance of redstone and lapis now
that's at least worth going down here for IMO
wait
something might have broke in the code
nvm it works
the weapon chest has ore
also you can melt the tinekrs parts
if you so desire as well
electrum isn't useful until HV as far as i am aware of
you can centrifuge it into gold and silver
but it is supposedly gona be good tinkers items
so it is a tool part
also i dont think you can melt electrum parts
i mean an obsidian cleaver
is 8 obsidian though
im willing to bet
that a rework
of tinkers items are gona be needed
once the tinkers rework releases
so ima leave it for now
ok nbt dont wana work for some reason
Mind giving me an example I can test later?
it adds the biomes o plenty turnip