#Roguelike dungeon loot rework

1 messages · Page 3 of 1

stray gyro
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i must not know where the chests are for floor 4, because i basically found nothing

crimson berry
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so all food should work

stray gyro
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there was a chest that had a nice amount of ender pearls

crimson berry
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spawn without custom rooms

stray gyro
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yeah

crimson berry
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sure

stray gyro
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i think that's where the rework needs to focus on more than anything is make floor 3 less of a nightmare and add more stuff to floor 4

crimson berry
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ill send you a txt file

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there is a rooms and themes branch

stray gyro
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floor 5 is acceptable, i don't think it needs more stuff down there

crimson berry
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each tower

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has somewhat unique rooms

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nothing too crazy

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like this is for jungle

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gives less crypts

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to floor 3

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and more dungeons to floor 4

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called floor 2 and floor 3 internaly

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a list of every room can be found here

stray gyro
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holy crap i found a half stack of damascus steel in the spawner room for floor 5

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plus two steam age lootbags okay that's pretty good

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okay yeah my first fifth floor is pretty good, i'd get full steel armor, 40 damascus steel and 3 steam age lootbags

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right so, my thoughts on this first dungeon:

  • first floor has a great amount of food and lots of coal and iron
  • second floor wasn't too noteworthy
  • third floor had a lot of armor in the armor chests, and a lot of tinkers parts
  • fourth floor was a dud
  • fifth floor has a lot of damascus steel

one thing i can note, i think the amount of torches you give in the other chests is not at all proportionate to the amount of coal you're able to get in the early floors

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so either bump up the torch amount in other chests, or tone down the coal ( or swap it for lignite because lol )

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onto the next dungeon

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already i think the house dungeons are going to be super desirable compared to the other ones

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perhaps something to do for the rework is having some kind of starter chest in each dungeon type

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because this chest in the house gives so much with no risk

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okay, i do have a suggestion for the first two floors for the junk chest, perhaps add in quicksand blocks?

haughty yarrow
# stray gyro

Yeah I think we might have to tone down the starter chests for as long as they spawn directly in the house. They should have stuff useful for the delve, but not the loot you're delving for. As it is those backpacks are an end-of-stoneage item, not the first thing you should pick up.

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Though I want to point out I'm not against people getting lucky and having an easier start if they choose to live in the starter houses, or in a city, or in whatever other built structures they find.

crimson berry
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i mean one forestry backpack

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i would say is fine

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one random bag as well

haughty yarrow
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I'd really rather it wasn't there. A project red backpack maybe, but the forestry ones are too useful for your first minute of the game.

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as @stray gyro points out we have to basically consider those to be starting equipment for players first loading into the world.

crimson berry
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isnt the backpack just tanned leather

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no steel

stray gyro
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i wouldn't be against giving woven cloth in it's place

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woven cloth and tanned leather, both are kind of a chore to get early on

haughty yarrow
crimson berry
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im always too lazy

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so i never make backpacks

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but

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ill replace it

stray gyro
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i've been hosting a multiplayer server and i know how clueless some peeps can be

crimson berry
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with clay bucket

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or sappling

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idk

stray gyro
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clay bucket is good

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could add in an iron one

haughty yarrow
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As long as it's not a 100% guaranteed clay bucket

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Fruit tree sapplings are also nice yes

crimson berry
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the way it is written it is one guarenteed item

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so ill just put

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some tree in it

haughty yarrow
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it could also be a project red "backpack" which is basically a pouch and won't auto-pickup items

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But some randomization is nice

stray gyro
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could be a soft mallet, a project red backpack, shears, or some kind of nice early game food like large sandwiches

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nothing that'll knock your socks off, but not totally useless either

crimson berry
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ill just make it

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project red

stray gyro
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ProjectRed backpacks aren't craftable

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they're basically a regular backpack but with no extra functionality, can't be equipped, and has no upgrades to it

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honestly i think that's a bit strong for early game but it don't think it's too game breaking

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plus they come in pretty colors too

crimson berry
haughty yarrow
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Thanks, which file name is this for?

crimson berry
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just add it to config

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and do /roguelike dungeon here nbtTest

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something doesnt work

haughty yarrow
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Okay so file name doesn't matter

crimson berry
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no

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only the name in the

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json

haughty yarrow
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Alright well it's time to look at the code and maybe place some breakpoints.

crimson berry
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i found this

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i might of typed it incorrectly

haughty yarrow
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Ah yes that's most likely it. The nbt must be a single string with the proper escapes.

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So maybe "{\"GT.ToolStats\":{\"SecondaryMaterial\":\"Wood\", \"PrimaryMaterial\":\"Salt\", \"Mode\":\"0b\", \"MaxDamage\":\"31400L\"}}, \"meta\": 12}, \"weight\": 10}"

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hmmmm

crimson berry
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what was

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that

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command you mentioned earlier

haughty yarrow
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The /nbtedit and /nbtedit item commands?

crimson berry
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yeah

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{SecondaryMaterial:"Wood",PrimaryMaterial:"Salt",Mode:0b,MaxDamage:31400L}

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problem is

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it doesnt like that json

haughty yarrow
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You need to escape the inner quotation marks

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Like in the example I sent

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so "Wood" becomes \"Wood\"

crimson berry
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ok

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it validated

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but still broke

haughty yarrow
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So the information you found may not apply to this version

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the current code seems to be

        if (json.has("nbt")) {
            JsonObject nbtdata = json.get("nbt").getAsJsonObject();
            this.nbt = JsonNBT.jsonToCompound(nbtdata);
        }
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So that would imply your first version with an embedded JSON object was correct

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Sugestion: Maybe don't translate the Mode and MaxDamage as strings, but as numbers

crimson berry
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it isnt strings here

haughty yarrow
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the b and L suffixes are for the NBT format but don't exist in JSOn numbers

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so just remove the b and L

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actually I think maybe 0b means false

crimson berry
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{"data": {"name": "gregtech:gt.metatool.01", "nbt": {"GT.ToolStats":{"SecondaryMaterial":"Wood", "PrimaryMaterial":"Salt", "Mode":0, "MaxDamage":31400}}, "meta": 12}, "weight": 10}

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like this

haughty yarrow
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assuming b means boolean

crimson berry
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why do

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hammers have a mode

haughty yarrow
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So you know when it's hammer time.

crimson berry
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let me set it to false

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making it false does not work

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maybe backport 1.12

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nbt features

haughty yarrow
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No need, the nbt feature is there. I'll look into it when I have time but I'm not sure that's today

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If you want to look into it further, test with a simble base minecraft item in the runclicnt for Roguelike-Dungeons

crimson berry
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ok

haughty yarrow
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You can launch the runclient in debug mode and place a breakpoint in WeightedRandomLoot at line 82 to see how it's trying to read and convert the nbt

neon plover
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Thank you all for all the work you put into this! I quite enjoy these dungeons in early game so I'm looking forward to these changes 🙂

haughty yarrow
haughty yarrow
# crimson berry ok

A simple nametag modified at the anvil with a name is probably a good test item

neon plover
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yeah, I saw those 🙂 probably won't get around to it this weekend, but Easter weekend might work 👍

haughty yarrow
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Hopefully by then these changes will be in the regular nightly and thus easier to test

crimson berry
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i tihnk the last step

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is the nbt

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and fletching/backpack change

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which shouldnt take long

haughty yarrow
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Looking at the JsonNBT it looks like in this version the author is using their own code to translate from json files to NBT

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We may or may not need to include the "type" key which explains what type of NBT object a JSON value is

crimson berry
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from what ive seen this is the first 1.7.10 pack to use custom settings

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i mean we could justp ut single use tools

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but that would be janky

haughty yarrow
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No worries, we will either figure out the existing system, or we will change the code to make it work. There's no reason we couldn't use nbt.

stray gyro
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so i did a fair bit of exploration of the dungeons, i found about seven of them that i combed through

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my initial observation of there being too much armor still stands, i think there's just a lot of it for the entire dungeon's layout, not just with the third floor

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also, steel wasn't spawning nearly as much for me, most i found in one dungeon was 14, while in that same dungeon i found 43 Damascus Steel on the fifth floor alone

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the food variety is good, i say sprinkle in some top tier foods like Delighted Meals or Curry Rice in some of the loot pools so that there's some meals that can help with regen

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the Thaumcraft bone bow spawns a fair bit, i found four in one dungeon

crimson berry
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I made them more rare

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in the github

stray gyro
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alrighty, i didn't check to see if you did any commits today

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the drops for coal is super high in the first two floors, and the amount of torches there is to get in lower levels is pretty low

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personally i would bump up the amount of torches we'd get from exploring the deeper parts of the dungeon, it's very easy to blow through like two stacks of torches to light up floor three alone

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i'm wondering if giving the stainless steel Pam's kitchenware as a possible floor five drop could be something to consider

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the kitchen knife and the mortar

haughty yarrow
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@crimson berry it's not just the NBT, I don't think this config is sufficient to properly configure a full dungeon.

I used this for testing:

{
  "name": "test",
  "loot_rules": [

    {"level": [0, 1, 2, 3, 4], "each": true, "quantity": 1, "loot": [
      {"data": {"name": "minecraft:torch", "meta": 0, "min": 1, "max": 3}, "weight": 1}
    ]
    }
  ]
}

In the code it merges this config with the base config for custom dungeons which has 125 loot rules so you need to override those:

  "overrides" : [
    "LOOTRULES"
  ]

After that change I still couldn't get the dungeon to spawn properly so there's probably further issues to be resolved with that minimal config.

crimson berry
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I still had issues when i did it properly and add it to the junk pool that was overised

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Overided

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But for further teting ill add the nbttest to loot all

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So that it is guarenteed to work

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Maybe i just got very unlucky with 5 sticks spawning every time

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As all incorrect items turn into sticks

stray gyro
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@crimson berry
@haughty yarrow

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i did two brief spelunking trips in a survival world to see how much stuff i could pull from the chests on the first two floors

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i also got full quartz armor too, plus the lunchbox has a whole lot of sandwiches

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overall threat level wasn't too bad, the only thing that killed me was one of those shadow witches ( who was infernal )

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honestly, i don't think i mind having this much loot be obtainable from about three hour's worth of combat/exploration. without any of the machine hulls or components the amount of ingots makes the early parts of the game less of a pain, i think

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especially with all this iron, it'll be very useful for getting a railcraft tank as soon as the player is ready to start steam age progression

soft kiln
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that seems fairly reasonable

stray gyro
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it was really sketchy in some parts, but as long as you're quick to torch up spawners the amount of infernals is ( mostly ) tolerable

crimson berry
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Ill try to finish this up on thursday

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With fletchings, and removing the forestry backpack

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Then try to get nbt working

crimson berry
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or even better milk clay bucket

haughty yarrow
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I wouldn't trust milk that's been laying around for so long :p

crimson berry
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also no crafting recepie

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true

haughty yarrow
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Loot is a neat place to distribute otherwise unobtainable items.

crimson berry
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it is essentialy the other backpack mod backpack but you can use way more than 4 of them

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but i do agree about the otherwise unobtainable

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no more unobtainable food

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and music discs

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ok fletchings also down

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time for nbt

crimson berry
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Is it possible to make superflat worlds

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a fully glass superflat world would be nice for theme and room testing

haughty yarrow
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You could make a personal dimension and spawn the dungeons of your choice there

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Potentially requiring messing with the dimension whitelist

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good idea though

carmine fable
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tho itll be all one biome

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if you set the y to like, 80, they spawn

crimson berry
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What is the simplest vanilla item with nbt

crimson berry
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ima see what the code is

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in the 1.12 version

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left is 1.12

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right is gtnh

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so idk why it doesnt work, it is the same code im pretty sure, yet following the instructions on how to add nbt in 1.12 doesnt work here

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ok

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for some reason in the 1.7.10 version

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nbt needs to be capitalized

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wait nvm

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these are invalid

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enchanted books

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rip

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strange, if the code remains the same from the versions, I would think the method to add nbt would remain the same

haughty yarrow
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The main issue I had was getting a valid dungeon config

crimson berry
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I tried a named item and it didn't work still, ima see if it works in 1.12 verison

haughty yarrow
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Ideally you would get a config that works in the RogueLike Dungeons runclient and debug with breakpoints

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I know this wasn't a sufficient minimal config to configure a dungeon with custom loot:

{
  "name": "test",
  "loot_rules": [
    {"level": [0, 1, 2, 3, 4], "each": true, "quantity": 1, "loot": [
      {"data": {"name": "minecraft:torch", "meta": 0, "min": 1, "max": 3}, "weight": 1}
    ]
    }
  ],
  "overrides" : [
    "LOOTRULES"
  ]
}
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The config is causing a bug that makes the level generation hang and never return

haughty yarrow
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After further testing, this config works just fine, it just takes forever to actually generate the dungeon for some reason

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Good news, I got NBT to work.

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Bad news, you won't like what I had to do to make it work.

{
  "name": "test",
  "loot_rules": [
    {"level": [0], "each": true, "quantity": 1, "loot": [
      {"data": {"name": "minecraft:name_tag", "meta": 0, "min": 1, "max": 1,
        "nbt": {
          "display": {"type": "COMPOUND", "value":  {
            "Name": {
              "type": "STRING",
              "value": "Bob"
            }
          }}
      }}, "weight": 1}
    ]
    }
  ],
  "overrides" : [
    "LOOTRULES"
  ]
}
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Note, Minecraft has a JsonToNBT class, maybe we want to use that instead of the custom JsonNBT class in RLD

crimson berry
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Nice

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You need to say what type it is

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Ok ill finish up the tools tomorrow then

haughty yarrow
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Okay, much easier

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I just threw away JsonNBT and now I can use the NBT string copied from /nbtedit item

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I will make a proper PR to RogueLike dungeons later to add a config to choose either this behavior or the new code, or better yet to support both at the same time

crimson berry
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I dont know why anyone would want the other method

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But ok

haughty yarrow
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Until then you can test with this version of WeightedRandomLoot(JsonObject json, int weight)

    public WeightedRandomLoot(JsonObject json, int weight) throws Exception {
        this.name = json.get("name").getAsString();
        this.item = (Item) Item.itemRegistry.getObject(name);
        try {
            this.item.getUnlocalizedName();
        } catch (NullPointerException e) {
            throw new Exception("Invalid item: " + this.name);
        }
        this.damage = json.has("meta") ? json.get("meta").getAsInt() : 0;
        this.weight = weight;
        this.enchLevel = json.has("ench") ? json.get("ench").getAsInt() : 0;

        if (json.has("min") && json.has("max")) {
            min = json.get("min").getAsInt();
            max = json.get("max").getAsInt();
        } else {
            min = 1;
            max = 1;
        }

        if (json.has("nbt")) {
            NBTBase nbtBase = JsonToNBT.func_150315_a(json.get("nbt").getAsString());
            assert nbtBase instanceof NBTTagCompound;
            this.nbt = (NBTTagCompound) nbtBase;
        }
    }
haughty yarrow
# crimson berry I dont know why anyone would want the other method

As you might have seen from the discussion today in #mod-dev , we just don't break compatibility for fun. There might be someone who made a modpack for 1.7.10 and uses NBT for their Roguelike Dungeon items and who will want to update to our fork's newest version. We have no reason to break them if it just takes us a minute to write the code in a backwards compatible manner.

crimson berry
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Thanks

feral wren
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From my brief raid into first three levels, I got couple of bugged GT tools with 0 durability, over a stack of bugged bones that cant be used for anything but tcon tool parts (I suspect lack of bone oredict has something to do with it), I also feel like there is weirdly too much food (though I'm not complaining). Addition of backpacks, tanned leather, decent armor, as well as tcon tool parts was nice, and makes raiding the dungeon early game worth it (especially for backpacks), as before you would only go raid it for some specific stuff, like, idk, iron bars because you are too cheap, or enchanting table/brewing stand, etc

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I am not quite sure level 4 and 5 are still worth it, but I will do my best to cheese those for the loot too (and to provide more feedback) 🫡

stray gyro
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i done a few more raids too, Level 4 doesn't have nearly enough chests for the size of the floor, it's a lot of hazards and hallways with mob spawners

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floor 5 is still worth going down there for early nether blocks and i've pretty consistently got ~30 damascus steel from the eight chest death room

crimson berry
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Ill start the rooms pr today

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Because i can finish up the nbt today

stray gyro
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i also found bugged string in my runs, not bugged bones

crimson berry
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What is bugged string

stray gyro
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it looks like normal string, says it's from Minecraft and not from any mods, but for whatever reason it doesn't stack with string dropped from spiders, nor can it be used in crafting at all

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it's only from chests i found in dungeons

crimson berry
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Can you send a screenshot

stray gyro
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uhh yeah, i'll pop in creative and grab it

crimson berry
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Maybe i accidentally gave string block as a item

stray gyro
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there's a string block?

crimson berry
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Yeah

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Tripwires

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And stuff

stray gyro
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ohh that makes sense

feral wren
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I also found bugged string, I removed the post about it earlier since I wanted to add it into more comprehensive feedback on level 4 and 5

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But since it was mentioned I might as well mention it again

crimson berry
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Why would

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You need to give oredirect

feral wren
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But overall, level 4 is too dangerous for how little loot there is, mostly due to all the silverfish

crimson berry
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To them

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It will be changed next pr

stray gyro
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pff i was getting string in all the other dungeons but this one is generating all the ingots and food instead

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alright how do i turn on oredict for ya, @crimson berry

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doesn't make wool

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also weirdly enough, the spiders from these spawners also drop this bugged string

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just checked by spawning spiders from eggs and with natural generating spiders, seems like all spider string is also the bugged string

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the debug says they're the same. Oo

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but string made from cotton works as intended

crimson berry
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pl

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ok

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gt tools should be fixed

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once the pr happens

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im not getting the bone glitch

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@feral wren @stray gyro

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is it every bone

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or only a few bones

stray gyro
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i never had any problems with bones, personally

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like i was able to grind them into bonemeal

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but the string that's found in chests and dropped by spiders is bugged

crimson berry
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whaty

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why is there a meta 1 string

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ok i found the problem

feral wren
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I had bugged bones, about 72 of them

crimson berry
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what is the meta

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on htose bones

feral wren
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I also had some regular bones but I presume I acquired them through mob drops

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Cannot say at the moment, but I did notice that those bugged bones lacked the bone ore dict

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I'll try to get the meta of those bones tomorrow

crimson berry
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ok

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i fixed the bug

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there were meta 1 string and bones

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because i copied and pasted the code wrong

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it is fixed now

feral wren
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Oh, okay, so I don't need to go get the metadata then?

stray gyro
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github updated?

crimson berry
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yeah

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for both

stray gyro
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noice, i can copy and double check

crimson berry
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you will get sticks in the tool loot now because the meta of the GT tools wont work until yanniks pr

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but no broken tools will spawn

stray gyro
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hey that's fine with me, coal spawns a lot in the first few floors

crimson berry
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Any other remarks about this loot

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gona make the size, theme, and room pr net

stray gyro
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i think that the treasure rooms with the special loot should always spawn on their floor instead of it being random chance

crimson berry
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it is guarenteed

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in the room pr

stray gyro
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okay, i didn't know if that was going to be random chance or not

crimson berry
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it will never spawn now

stray gyro
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yeah because these dungeons take a couple hours to torch up and loot completely

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so making sure the time investment is definitely worthwhile

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also, i had a really bad moment on floor 4 in one of the dungeons. a silverfish started drowning or was getting hurt by something and it caused about 80+ silverfish to pop out of blocks and aggro

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my PC is pretty good, so i only had a little framerate dip, but for people with worser PCs that would've absolutely caused lag and maybe killed them through no fault of their own

crimson berry
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yeah, i think that is an inferno mobs

stray gyro
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so perhaps make the silverfish blocks be more rare in the floor gen?

crimson berry
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or special mobs problem

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and I can make it more rare

stray gyro
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yeah because a whole wing of floor one was completely gutted out

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because all the stone blocks had silverfish pop out, pop back in, pop out again, over and over until they hit the deepslate and coagulated on that layer

feral wren
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Could it be caused by silverfish spawners?

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Because I know that they can appear in the walls

stray gyro
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nawh, i was hearing silverfish being hurt and it was causing their pop out mechanic to happen

crimson berry
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there is a silverfish spawner segment

stray gyro
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there is, but i never had it happen like that before

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( honestly if you can remove the silverfish spawner but keep the infested blocks, that'd be fine )

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there does need to be more chests on floor four, it's mostly a nothing layer

crimson berry
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Infested blocks dont naturaly spawn

stray gyro
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floor five has a lot of loot potential with the eight chest spawner room and the whole layer being pretty valuable with the nether blocks

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i thought floor four had silverfish blocks?

crimson berry
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no only spawners

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that are hidden

stray gyro
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jesus i had a bunch of silverfish with that. is there an infernal modifier that makes it so when a mob is hurt it makes more silverfish?

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like the whole floor was bugs

feral wren
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I'm quite certain that there is no infernal modifier that causes mob to spawn silverfish

stray gyro
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there was a fuckload of silverfish, i dunno if a spawner was able to make all of them

crimson berry
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ill check the code

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but with custom themes

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silverfish blocks wolnt spawn

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here is the custom theme branch if oyu wana try it out

stray gyro
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yeah, that'd be great

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does the custom themes have new rooms to it?

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aside from the treasure

crimson berry
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yeah

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custom rooms

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per biome

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desert has the desert rooms that have more ore

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forest should have the smith room

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and more cake rooms

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mountian has the enchanting room earier than the other dungeons

stray gyro
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mountain is the wizard tower, yah?

crimson berry
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yeah

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Ill prob change this back because mountain spawns in more biomes now

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but every dungeon has enchant on the 4th floor

stray gyro
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guaranteed enchantment table?

crimson berry
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with mountain having it on the 2nd floor

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yeah

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that is prob too powerful though

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and mountain dungeon spawning in hills is prob good enough to not make it extreme rng

stray gyro
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iunno, it's a struggle getting down to floor four, even with trying to cheese it

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and, really, the most you'd be getting out of it is fortune III books and prot 4

crimson berry
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healing axe

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no quest

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it is how you get the activated sigil for unstable ingots

stray gyro
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you'd still need the sigil

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unless you're lucky with dungeon loot, that's a wither drop

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like, i don't think the enchantment table is as important in the early game, not until you get up to Thaumcraft in MV

#

i never seen anyone rush getting an enchantment table by going dungeon-hunting, so i think it's more of "if you're willing to risk the dungeon, it'd be worth going down there for loot"

#

@crimson berry if you'd like, we can pop into one of the VC lobbies and i can stream going through a dungeon

#

kind of simulate going into one

crimson berry
#

sure ill join lobby 1

haughty yarrow
#

I'd be careful about any accidental or purposeful removal of silverfish. We want to make it harder to cheese your way into the lower floors, not easier.

crimson berry
#

it is accidental because there are less blocks silverfish can enter

#

/roguelike dungeon here

#

/roguelike dungeon here dungeon_ice

#

/roguelike dungeon here dungeon_forest

#

/roguelike dungeon here dungeon_desert

#

/roguelike dungeon here dungeon_jungle

#

/roguelike dungeon here dungeon_mesa

#

/roguelike dungeon here dungeon_plains

#

/roguelike dungeon here dungeon_mountain

crimson berry
#

@haughty yarrow how good is endstone

#

as an item

#

or should i remove it from the themes

carmine fable
#

seems fine imo, if its in low amounts

crimson berry
#

you can dupe with thaum

#

im pretty sure

carmine fable
#

and crops

stray gyro
#

@crimson berry door factory did spawn in 3rd floor dungeon

crimson berry
#

Ok

#

Then ill test to see which one is broken

haughty yarrow
#

Endstone is needed for endsteel

crimson berry
#

Ok ill remove the normal endstone

haughty yarrow
#

Suggestion: if you want to use many many different themes with all kinds of decorative blocks, consider making multiple variations of each biome dungeon

#

For instance multiple desert dungeons each with a different theme but the same loot and rooms

crimson berry
#

Sure

#

There is still a lot of nornal themes though

#

And im not sure what decorative blocks would look nice

#

Also something negative commented was that the 5th floor should have some useful blocks put into it

carmine fable
crimson berry
#

Helium tungsten and platinum

stray gyro
#

i forgot about end steel too, that's pretty useful for EnderIO progression

#

it's not -a lot- of endstone, but you can dupe it with thaumcraft so ¯_(ツ)_/¯

crimson berry
#

Themes for refrence

#

Quartz got rmeoved

#

I moved end themed one to floor 5

stray gyro
#

there's a fair bit of chisel blocks that could work

crimson berry
#

If you got ideas

#

Lmk

#

I got one

#

For swamp

#

Mushroom themed

#

And add gt ores to the mesa theme

stray gyro
#

also remove the fires from the wooden floors

crimson berry
#

That will be done with the segment addition

stray gyro
#

also-also add in the smith, haven't seen it generate in anything

carmine fable
#

do you think it'd be possible to make a Tinkers room on like, floor 4?

#

with tool forge and a smeltery

#

since theres steel and itnkers parts in the dungeon

crimson berry
#

New rooms would be hard, ill need to see how to add in custom rooms

carmine fable
#

:o ic, nvm then

crimson berry
#

I mean custom rooms would be cool anyways

#

So prob worth figuring out

stray gyro
#

because those are pretty annoying to craft

#

i don't think having a tool forge early would be too much of a game break, it'd be worth exploring floor 4 pretty worthwhile

crimson berry
#

Villages already does tinkers relyably

haughty yarrow
#

You could probably work on themes before you do rooms, they'll be by far the most complex change

#

And we might also need a custom level generator to get the behaviors we want

crimson berry
#

I did the builtin rooms for now

#

They are pretty good

haughty yarrow
#

The challenge for a room layout update really is to only make purposeful changes.

stray gyro
#

since you guys are backporting a lot of future blocks, you could also feasibly make rooms that have sugar cane farms in them.

crimson berry
#

Sugar cnae spawns as junk

stray gyro
#

just a suggestion, i know it'd be a lot of work ( but free observers would be pretty neat )

crimson berry
#

Oh

#

As like that type of farm

stray gyro
#

right, with the pistons

#

it's not a requirement, it's an idea that could be nice to spice up the room variety and give different things to go down there for

crimson berry
#

what is htis chisel block

#

why is it curved

#

can I assume that the copper blocks

#

will get a better recepie

#

and not just a gt copper block chisel

haughty yarrow
#

Can't assume, coordinate with the EFR channel

#

But if they recycle back into copper dust there's no way we can use theme as theme blocks

crimson berry
#

it was mentioned in EFR

#

just hasnt been implemented yet

#

it would be a travesty if you need 9 copper

#

per decorative copper block

haughty yarrow
#

Here's my take on it, the way to make decorative copper happen is to decouple it entirely from chiseling copper blocks

#

And then make it unrecyclable

crimson berry
#

I would make it 4 stone, 4 copper for 16

haughty yarrow
#

At that point it can be 1 copper per 64 blocks or whatever else

crimson berry
#

like this but with copper

#

and 16

#

or 32

#

Ok ill start with desert

#

a block between red sandstone and nether

#

heat wise

#

I guess basalt and magma

#

works

carmine fable
#

Red granite too

haughty yarrow
#

NBT PR is here

#

BTW I might have done something wrong but when I tested the new latest loot config with this new version of the mod, all loot turned to sticks

#

Yeah pretty sure that was my bad, found a bug in my code.

#

@crimson berry Okay it's time to make your PR mergeable. I see that it still includes changes to size.txt and a bunch of theme changes that, as mentioned before must be removed. We're only changing loot in this PR.

I could do that file cleanup myself if you'd like.

crimson berry
haughty yarrow
crimson berry
#

i dont see it

haughty yarrow
#

Ah my bad, I somehow was looking at an old commit

#

All good on that part then!

crimson berry
#

2973 lines of code

#

lets go

#

good thing like 90% is copy and pasted

haughty yarrow
#

This is still the first floor of a desert dungeon though

#

So it looks like the theme is affected heavily after all

crimson berry
#

yeah

#

no themes until the theme update

haughty yarrow
#

Hmm I'll double-check that I don't have those other files still in my instance

stray gyro
#

@crimson berry trying to equip copter packs from floor 5 loot chests crashes the game

crimson berry
#

I think

#

that is a copter pack issue

stray gyro
#

nawh because cheating one in works fine

crimson berry
#

do you got crash log

stray gyro
#

i do in prism, i can screencap the crash area

#

the crash part repeated five times before it kicked me out

crimson berry
#

can you send the IIH of a copter pack

#

that is cheated

#

do /iih

#

in your hand

stray gyro
crimson berry
#

ok

#

it needs nbt

#

to be wearable for some reason

crimson berry
#

once the roguelike pr drops

#

it needs nbt for some reason to work

stray gyro
#

no problem, i can just cheat in the stuff that's not working as intended. 😛

#

going through these dungeons on survival is quite fun, floor three is challenging but not overwhelming

haughty yarrow
#

Alright so it looks like the theme I've been seeing in my test run is actually the default theme that every custom dungeon gets unless you overwrite it. It is defined in the SettingsTheme class whereas the base themes are defined in classes like SettingsDesertTheme for instance.

To create our baseline that we will make intentional changes to, I see 2 ways to proceed:

  1. We could read each one of those classes and build some JSON files which precisely replicate each of the default themes. This might be exactly what you had been trying to do, I thought I understood you were also making changes as well.
  2. We could add the ability in code to use one of the builtin dungeons as a base, and use that to only override their loot pools.

Option 2 would be the cleanest for now, but might come back to bite us later when we want to make changes and need more flexibility.

I will also point out that we could be definining those themes as code instead if we wanted. It might give us much more flexibility and power, but it's not clear how compatible it would be with JSON configs. I'm sure we could mix the 2 with some effort of course. If we wanted to go that way, the themes would be defined in the NewHorizonsCoreMod mod.

#

I'll help out as much as possible/needed to achieve that theme baseline.

crimson berry
#

I can just copy and paste builtin theme

#

In a config

haughty yarrow
#

Yup, that would work.

crimson berry
#

Desert is the only drasticaly different one

#

Are you ok with red sandstone for 3rd floor, that is what is intended in the code but doesnt work

haughty yarrow
#

Oh and btw, "Laboratory Glass" from Hardcore Ender Expansion seems to be linked to it's quest/Knowledge system and a relatively deep secret. We should probably swap it for some regular black modded glass, like chisel glass.

crimson berry
#

Ill do some stained glass

haughty yarrow
#

But now I wonder why it doesn't work normally

crimson berry
#

Red sandstone does not exist

haughty yarrow
#

Haha, yeah okay that would be problematic

crimson berry
#

It has all the 1.12 thenes like purpur, andesite, etc

haughty yarrow
crimson berry
#

The house is supposed to be andesite

#

And not stone

haughty yarrow
#

Okay so I still suggest that for the baseline, please replicate the normal 1.7.10 behavior as much as possible if it's not too much trouble

#

then the theme update can really 100% be evaluated on it's own, just like the loot update will be

crimson berry
#

Ok

#

Did it for the desert

#

And jungle

haughty yarrow
#

btw from looking at the code it looks to me like secrets should be spawning just fine

#

I'll debug that later to be sure

crimson berry
#

Ill check once we work on rooms

#

But the 2 different themed ones

#

Should be properly themed now

haughty yarrow
#

Well they all have a custom theme, including the forest one of course.

in SettingsForestTheme we can see that the bedroom and smith rooms are actually coded as secrets, but secrets can be found among other things behind door segments.

crimson berry
#

i think I just need to add door segmets

#

forest uses

#

default theme

haughty yarrow
#

Yes, you're right. I guess I meant the floor definitions here. Swamp and Mountain are custom though.

crimson berry
#

ok

#

are you ok with mountain roguelieks spawning in hills

#

in this PR

#

and mesa ones spawning in shield biomes

haughty yarrow
#

Is that the best way to make them spawn? I ask because we could probably give Roguelike Dungeons the ability to work with our terrain generation mod and know when we're in a mountain or mesa

#

And generate there

crimson berry
#

im not sure how that would be possible

#

mountains arnt defined as biomes

#

i guess by y-level

haughty yarrow
#

That doesn't stop the terrain mod from knowing where mountains are

#

If it knows, it might be able to tell us.

crimson berry
#

mountains spawning in hills feel nice in my oppinion, doesnt feel out of place

#

mesa one is kinda strange

haughty yarrow
#

I want to emphasize that I'm not objecting any of those changes to where dungeons spawn, but really they deserve their own separate PR.

#

We'll get to it, one change at a time

#

The point of making a baseline first is so we can track what actually has been changed and for what reasons.

crimson berry
#

ok

#

the themes have been fixed

#

fixed the glass

#

reverted biome additions

haughty yarrow
#

I'll check it all out tomorrow

#

What I'll be doing in case you want to try it out yourself is running 2 instances, one with and one without the new roguelike dungeon configs.

When I find a dungeon (should be the same place in the world) I'm going to enter it and make sure they look the same. If we do it perfectly they will generate exactly the same but I don't expect the game to allow for that so it's fine if it's just a different room layout.

#

That's what I did to test for instance a desert dungeon with seed 1337

crimson berry
haughty yarrow
#

Oh by the way regarding red sandstone, that can be a base mod fix instead of a custom theme.

#

We can give it compat for EFR (or whatever other mod adds red sandstone) and use its blocks when the theme is selected

crimson berry
#

the difference between a custom theme and a actual theme is not realy anything

#

also wouldn't that give it a efr dependency

haughty yarrow
#

An optional dependency, we can add as many of those as we like

#

That will make the mod better for all users of 1.7.10

#

Because most other packs will also use EFR

crimson berry
#

we are still gona use this AOI for the other roguelike stuff right?

#

I think it fits to the AOI close enough

#

as theme blocks and rooms are related, maybe tangentaly to loot

haughty yarrow
#

For now it seems appropriate, but we'll just want to do a quick check up with Dream to make sure we're headed in the right direction.

#

Ideally we could close this one as completed (hurray) and open a new one dedicated to the look and structure

#

I'll do a bunch of PR reviews today before getting to this one. I'm pretty sure we still need to define literally everything found in the theme code files as JSON for it to be a 1:1 baseline. For instance the desert needs crypt rooms, the forest the bedroom, etc. It's not just the stuff I point out here, we'll need to be systematic. I'll do as much of it as I can later.

crimson berry
#

I can do that today, the rooms

haughty yarrow
crimson berry
#

Rooms and segments

#

im pretty sure

haughty yarrow
#

Everything :D

crimson berry
#

That is the things that are left

#

from the biome settings

#

The good thing is the bottom 3 floors for all the dungeons are the same

crimson berry
#

@haughty yarrow do you want the reward room this PR, now that I am remaking the default room list, and it more closely fits the intial PR

#

nvm, it would be better

#

to do it next pr

haughty yarrow
#

Exactly yes

#

This one changes only the loot, that was the goal all along

crimson berry
#

Ok

#

default rooms have been added

#

all that is left is segments, then everything will be ready

haughty yarrow
#

Awesome thanks, let me know when!

crimson berry
#

potion chests dont spawn for whatever reason

#

so every armor chest gets a potion

haughty yarrow
#

I'm sure we can figure out the reason.

#

If they spawn by default, we'll make them spawn

crimson berry
#

They spawn in the lab room

haughty yarrow
#

Otherwise, it's reasonable to also have a chance to give out a potion instead of always giving it out

#

Alright, good enough

crimson berry
#

and they spawn by default since it is in

#

the junk or armor pool

#

i think

#

not the potions pool

#

I set each to false

#

which i dont know how that works

crimson berry
#

ok

#

I figured out how to break segments

#

but not make segments

#

neither the 1.12 demo settings or the video tutorial work as a guide

#

Based on the code, it should be working, but ill try to fix it tomorrow

haughty yarrow
#

Alrighty, best of luck!

#

Breakpoints usually let you pin down the issue quickly enough

crimson berry
#

yeah

crimson berry
#

got it working

#

for some reason you need to declare an arch

crimson berry
#

ok

#

the PR should be ready

haughty yarrow
#

Awesome, I'll take a look at it soon, thanks for all your hard work!

crimson berry
#

ok

marsh meteor
#

Massive W

haughty yarrow
#

Good work so far, I generated the dungeon found in seed 1337 at x 50 z 490 both before and after the change, and the dungeon generated with what seemed to be right right segments for the first 2 floors, and with exactly the same corridor and room layout which makes me think we're close to where we need to be config wise!

There's still a few issue. No crypts spawned on the first or second floor, instead I got a cake room on the first floor. The rooms generally didn't generate in the same segments and they weren't the same. I'm now standing in front of the stairs to the third floor and I can see they're of the wrong material.

#

If you don't mind I'll try to fix issues that I find and push those fixes to the PR.

#

Or alternatively, to a separate branch which we can merge back into this one.

crimson berry
#

wait

#

so

#

why is one sandstone

haughty yarrow
#

I'll go compare in the IDE to see why

crimson berry
#

is right the config

#

i might of not inherited corectly

haughty yarrow
crimson berry
#

witch one is the config one

haughty yarrow
#

On the right

crimson berry
#

Oh

#

the 3rd floor should be sandstone

#

redsandstone technichaly

#

but it defaults to normal

stray gyro
#

you two need someone to do any runs through the new changes?

crimson berry
#

because redsandstone does not exist

stray gyro
#

dunno what's new, Oo

crimson berry
#

i thought it would default to crypts

stray gyro
#

like, what i should be looking for and checking out

haughty yarrow
#

ignore loot for now

crimson berry
#

ok the theme one is fixed

stray gyro
#

are the rooms from the dungeons pre-changes back?

#

like the bedroom, smithy, fireworks room, etc.

haughty yarrow
#

Supposed to be

crimson berry
#

supposedly

#

was having issues with secret rooms working with the custom rooms

stray gyro
#

download the master or theme fork?

crimson berry
#

master

stray gyro
#

okley dokley

crimson berry
#

theme is fixed

#

crypts not spawning might be a issue

#

with secret rooms not spawning

haughty yarrow
#

You're only overriding loot rules I think

#

could be a problem?

#

All this other stuff gets added

crimson berry
#

rooms naturaly overide, if you only add one room to a room config, only that one room will spawn

#

wait ill try

#

to overide secrets

#

that might work

#

ok

#

i did something wrong with the desert rooms

#

rooms mountain work but not desert

#

so there is something wrong with that specific file

haughty yarrow
#

Comparing the loaded dungeons in the IDE, yours has no "levelDifficulty", "rooms", "secrets" or "generator"

#

Also the wrong segment for level 1 (desert)

crimson berry
#

fixed arch

#

i just wrote the rooms code incorrectly

#

fixed

#

desert rooms

haughty yarrow
#

Great, please check if the same needs to be done for others

crimson berry
#

Ima try to overide secrets

#

to see if that causes secret rooms to spawn

haughty yarrow
#

Please override anything you're setting

#

we need nothing from the "custom dungeon" defaults

crimson berry
#

just copy and paste the

#

things that have been changed

#

@haughty yarrow cake room shouldnt spawn

haughty yarrow
#

reloading the game :)

crimson berry
#

try /rogulike config reload

haughty yarrow
#

I think that only reloads the .ini

crimson berry
#

still dont see secret rooms even with the overides

haughty yarrow
#

Or .cfg I mean

crimson berry
#

so i might need to do sometinh

#

@haughty yarrow size file does not exist in this branch

#

so it doesnt inherit it

#

it just goes to default size

#

ok looking at the old wiki, from the tutorial video

#

i think i did the old secret room

#

incorrectly

#

did it like the 1.12 version

#

secrets have to be a seperate array

#

i just have to make it a seperate array

#

i mispelt

#

tomb

stray gyro
#

@crimson berry i haven't found a bedroom, smithy or fireworks room

haughty yarrow
#

They're secrets, they're broken

stray gyro
#

those rooms were separated by doors, not hallway rooms

#

ohh okay

#

everything else is spawning fine so far

crimson berry
#

desert specificaly didnt work

#

by i mispelled pyramid

#

so ill fix that

#

i fixed it

#

secrets spawn now

#

onmce i comit

haughty yarrow
#

Awesome!

crimson berry
#

ok desert is fixed

#

forest is fixed

#

fixed mountain

#

all the secrets

#

those 3

#

plains fixed

#

swamp fixed

#

thats all the secrets

#

@haughty yarrow the chances you find a naturaly spawning swamp of jungle dungeon is astronomicaly small

#

level difficulty is something not in any wiki

#

i have found

#

that might need code added

crimson berry
#

difficulty

#

is part

#

of level settings

#

that might be why

#

it is different

#

but it sohuld be able to be done with json

#

desert should be fixed

#

added a difficulty

haughty yarrow
#

Awesome

crimson berry
#

might be a easier way to do this

#

would it possible to add tower settings

#

in the config likethis

#

define tower as a pyramid

#

oh i am

#

nvm

#

tower settigns does not get all the dungeon settings with it

crimson berry
#

@haughty yarrow

#

only vanilla dye

stray gyro
#

i dunno if this is a bug for here or for the rest of GTNH but clay milk buckets don't cure status ailments

crimson berry
#

issue for the add more lfuids

#

to clay buckets rework

#

any name ideas for tools

haughty yarrow
stray gyro
crimson berry
#

any tool

#

in the tool lootpool

#

or armor

stray gyro
#

uh...well for iron swords it could be "Militia Sword"

#

aren't vanilla tools borked though

#

like, you can't use iron or diamond tools at all

#

shears would be fine though, could call them "Sharp Clippers" and have Sharpness III on them

crimson berry
#

swords work

stray gyro
#

for swords on the fifth level you could call them Nethersbane ( it's a wooden sword )

#

actually memes aside, vampire pigman are a pain in the ass so that actually might be pretty good if it had unbreaking V on it

crimson berry
#

would kb x stick

#

be op

#

it would

stray gyro
#

i think it would, but honestly the mobs oneshot me so often that having a yeet stick in my back pocket wouldn't make me feel too bad

#

it's not like it does any appreciable amounts of damage

#

those sprinter baby zombie infernals can eat a bag of dicks

#

if a KB X stick is in the floor 4 or 5 chest as a possible weapon drop, i think it'd be a nice bonus to have

#

like, you can get a kawasaki misubichi katana from Ninja Skeletons that ignores i-frames so--

#

i don't think getting a possible loot drop of a kb X stick wouldn't be too unreasonable

crimson berry
#

What enchants should i enchant some armor with

carmine fable
#

prot and unbreaking seem the safest

#

if theres some magcal gear, repair would go well

haughty yarrow
crimson berry
#

added some enchanted and named weapons

crimson berry
haughty yarrow
#

Looking good!

Awakend -> Awakened

chrome tendon
#

idea: what if you can pick up loot chests whole and stack them like in gt6

#

gt6 lets you mine unopened loot chests and open them back at your base

#

it would be interesting if loot chests had rewards similar to loot bags at your tier (where the easier to find ones would have the lower tier stuff)

stray gyro
chrome tendon
#

oh right the dolly

#

so

stray gyro
#

you can get it as a loot drop though in the new treasure room

chrome tendon
#

you can store a TON of dollies in a filing cabinet

#

and even better

#

you can actually store dollies in a chest

stray gyro
#

-filled- dollies?

chrome tendon
#

yep

#

and then put the chest in a dolly

stray gyro
#

i didn't know that. Oo

chrome tendon
#

and put *that* dolly in a filing cabinet with the rest

#

if the filing cabinet runs out of room

#

thats how i put my entire steam age base in one filing cabinet as i prepared to move to shield biome for lv

#

i still do like the idea of having like a stack of unopened loot chests though

crimson berry
#

ok, each floor also has a slightly more powerful rare weapon

#

they also dont fit in the alliteration making them special

crimson berry
#

When should i make additional prs

#

Should i wait for the current pr to be merged?

stray gyro
#

@crimson berry could you re-enable the treasure room for the new changes you did? i want to do another test run in survival and see how the new loot is like

haughty yarrow
stray gyro
#

oh no that's fine, really i want to know which of the files from the themes branch i can keep so that the treasure room is enabled, while i check out the new weapons/armor loot

#

been also having a buddy of mine do his reckless running into the dungeons and seeing how easy it is to cheese versus doing it the intended way

#

nevermind i figured it out. just did some code splicing. 😛

haughty yarrow
# crimson berry When should i make additional prs

Before you just start making more changes, say to the structure, I recommend you work on writing down what changes you want to make and explain why they're beneficial. Prepare to make before & after comparison pictures of the visual changes to convince people.

#

@copper bay No rush at all, but are you interested enough in updating the dungeon structures/visuals/block composition to open a separate AOI for it?

crimson berry
#

Ok

crimson berry
#

examples of thes unused/custom themes

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@haughty yarrow should i do it here or just make a google doc

haughty yarrow
crimson berry
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ok

haughty yarrow
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It's a bit much. I think I got something like 3-5 stacks of lead ingots last time I did the nether room?

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This is getting good enough for people to do a no BBF run

crimson berry
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this is vanadium and damascus

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not actual steel

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Ok

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i nerfed floor 5

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steel, vanadiumsteel, and damascusteel

haughty yarrow
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Hmm if the loot is in a stable place we could probably feature it in #upcoming-features and encourage people to download a nightly, test the loot and tell us what they think. Maybe before that we can do a round in #beta-testing . Let me ask around first in terms of our policies for gathering user feedback.

stray gyro
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floor 5 is such a pain to clear out and loot that i think getting a stack+ of damascus steel and vanadiumsteel is perfectly fine

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there's spawners all over the place, that main chest room takes forever to torch up without dying over and over

haughty yarrow
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Even cheesing your way in?

stray gyro
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god i tried doing that but all it takes is one gravity infernal or a fishing zombie and it's all joever

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you could feasibly dig underneath, but you're below the lava layer and the dungeon has blocks of lava all over the place

haughty yarrow
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I wonder what's the effect of slapping a single Chandelier above/below that 8 chest room.

stray gyro
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fucking nothing

haughty yarrow
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Also tried that then?

stray gyro
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well the thing is right is that even if you plop that down perfectly to hit all the spawners ( there's like 16 jesus christ ), you still have all the other hallway spawners and corner spawners and that one nether wart room with another 8 spawners

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it's such a thorough pain in the ass to clear out, even if you're trying to cheese it

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i even tried being an absolute maniac and used the One Ring to see how much i could loot before i got too much warp

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i say nerfing the ingot amount is fine, but there does need to be stuff in those chests to be worth going down there for and getting mauled on

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iron golem eggs just die immediately to arrows, so they're not helpful either

haughty yarrow
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Huh, wonder if we should have those as loot

stray gyro
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it's floor one treasure room loot, you have a chance of getting 2

haughty yarrow
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Awesome

stray gyro
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i suggested mob eggs as possible loot

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eggs of all kinds

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ocelot eggs, wolf eggs, villager eggs, enderman eggs

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i think iron golem eggs being part of the loot table for floor three wouldn't be too bad

crimson berry
stray gyro
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floor three is a bit sparse for things aside from silver, gold, gems and bones

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no

stray gyro
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i don't know about magnum torches, didn't bother

haughty yarrow
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Ah good I thought they might

stray gyro
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i did too. imagine my shock and despair

haughty yarrow
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Magnum torch at least has the decency of being locked behind titanium

stray gyro
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so yeah, floor five needs to have some really good loot to be worthwhile, it takes me about two hours to torch it up in survival just by itself

haughty yarrow
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Magnum torch also doesn't hit dungeons

stray gyro
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if i gave less of a crap, you could death run with torches, but that's not sustainable

crimson berry
stray gyro
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the treasure rooms are really good

haughty yarrow
stray gyro
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like the floor five treasure rooms have insanely good stuff to get killed over

crimson berry
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Fix mobs angry

stray gyro
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when i tested a full looting of a dungeon, i got enough ingots to kickstart the steam age and feasibly get a couple LV machines

crimson berry
stray gyro
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but it's not worth going down there for as a replacement for a BBF

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i would much prefer making a BBF and being holed up in my base than to raid dungeons for a -chance- at about a stack of steel

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if the option is there, it'll be good for experienced players to blast through the early game without needing to do the steam age grind

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hell, getting lots of lead ingots helps make potin pipes early, and that's super nice to have

chrome tendon
haughty yarrow
# crimson berry <@132570797662404608> anything need clarity hete

That looks good to me as a starting proposition which can be discussed.

2 things that jump out to me:

  • If the Mountain dungeon gets muuuuch more common than it is to the point where every player trivially obtains an enchanting table early even without knowing they should hunt them down, we might want to not make the enchanting table guaranteed or as easily obtainable.
  • For the Reward room I would mention that ideally getting the reward would be tied to a yet to be determined challenge.
crimson berry
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i dont think adding it to hill biomes

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would make it extremly common

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just one would probably spawn within 10k blocks form you

haughty yarrow
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I suppose testing will show how common/uncommon it is.

crimson berry
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I also dont want mountain to be op in comparison to the other dungeons

haughty yarrow
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Unrelated, but I suddenly really want us to find a way to spawn mountain dungeons on the very top of mountains so we can recreated the Endless Stairs from Lord of the Rings.

stray gyro
haughty yarrow
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And very often would be for the smaller floors

stray gyro
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i suppose so, but i don't think you'd need to overcomplicate the reward room. like in the most ideal situation, you'd get the reward room next to the stairs, but that happens so rarely that it's more of a happy lucky break than something to try and prevent

crimson berry
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miniboss mobs

stray gyro
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i mean, part of the appeal of roguelikes is sometimes you get lucky

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other times you're fighting for your life the whole floor, only to get a single muffler upgrade

haughty yarrow
crimson berry
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i think

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it is in

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16 per

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now

stray gyro
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yeah it's only generating with one at the moment

haughty yarrow
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Ah, might be a bug

crimson berry
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I think replacing infernal mobs with more mob varients and minibosses would make the dungeon more fun

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but if there is a challenge for the

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reward room right now, i would say a min boss fight would be the best fit

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exept there isnt any existing ones

stray gyro
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that sounds like it would be something that'd need more coding than it's worth

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like, GTNH isn't RLcraft, there's not a lot of options for combat really

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these dungeons really ought to give rewards that are nice QoL stuff without breaking progression too bad, if you're willing to put in the work for looting it out

crimson berry
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true, but any combat is more interesting than infernal mobs

stray gyro
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also true

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in my experience, GTNH is at it's best when it presents a problem that the player has to solve somehow

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it's why i was suggesting making the loot drops not immediately useful, such as impure dusts

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or even ores could be pretty interesting

crimson berry
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some mobs could be countered better by different weapons

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or have different ways of optimaly fighting them

stray gyro
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really the problem is that TiC weapons are very wimpy until around MV

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and you're not clearing dungeons at that point, probably

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and it's not like you can enchant diamond swords or vanilla bows

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or get into Thaumcraft's offensive magic options

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it sounds like addressing the mob problem is a lot more broad about the modpack as a whole, rather than it being a RLD thing

crimson berry
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more like

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special mobs

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but idk much about apotheosis

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i think some special mobs are pretty good

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like fisherman and gatling/sniper

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some are pretty bad like tough spider/brute

stray gyro
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god i hate fisher zombies so much

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they've killed me the most out of anything else in this pack

crimson berry
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They do offer someting interesting though

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ninja skeletons are also pretty cool, but this is getting somewhat off topic

stray gyro
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yeah

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personally, i think it'd be less of a hassle to simply fill the lootpool with stuff that could be nice to have

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like, i can come up with a .txt with some suggestions on what'd be nice worthwhile loot for each floor ( as well as my general thoughts about each floor and the risk vs. reward )

crimson berry
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sure

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i like the reward room

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even if there is no chalenge yet

stray gyro
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i don't think it needs one personally

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in fact i would even be so bold as to say that there should be two reward rooms per floor

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because i got three flutterlysers in a row in three different dungeons and i wanted to cry

crimson berry
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flutterlysers are even more rare

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than the average drop

stray gyro
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are they even useful at all? i thought butterflies were junk

haughty yarrow
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The easiest thing I'd like to do for the reward room is just hide one key in a random other chest on that floor

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If you found the key and the chest you're very likely to deserve a reward

crimson berry
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if you make code to hide 1 key, you could just make code to hide the reward item

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i guess there is difficulty in getting there and back

haughty yarrow
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And it's nice to have a highlighted reward room that you know has something special, and you know for sure what you got from it is "the good loot"

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otherwise you would never know that what you got isn't in the regular loot pool

stray gyro
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personally, hear me out on this one, replace the reward room loot chest with a gold chest

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so even if you get something kinda meh or not needed, you still get an upgraded chest

haughty yarrow
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As long as it locks :p

crimson berry
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i guess that goes into adding modded blocks and custom rooms

warm forge
stray gyro
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more custom rooms would be more interesting i think

crimson berry
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the current pool of custom rooms are cool but yeah

warm forge
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im pretty sure minecraft does not like dense, nested nbt

crimson berry
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is there any way

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to turn a build

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into easy code

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or would I have to do this manualy for custom rooms

haughty yarrow
# crimson berry is there any way

Probably by adding a dependency on some of those schematic mods I've heard about, but there's no guarantee they would be efficient during worldgen where performance is very important.

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TBH from what I've seen the Roguelike dungeon worldgen code is very well structured, which is how they were able to get in as much variety as they did while retaining their sanity. (presumably)

crimson berry
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thoughts on this idea

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for themes in the dungeons

haughty yarrow
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For the forest dungeons: "Cozy and lived in" is suitable for villages, but this is a dungeon that happens to have had an adventurer build their house on top of it. They may have even made some floors livable but that place is dangerous as hell and it should show very quickly. They're currently the most common dungeon and I'm down to keep them looking the most "vanilla" of the bunch.

For mesa: A mining theme is very cool, but the mesas as we know them are typically populated by all kinds of clay blocks. This might have been an interesting place to fit in glazed terracotta based looks if we can find a way to reliably make them spawn in the RTG mesas.

Jungle: Define "magical". Any injection of magic content into the overworld is subject to review by Dream. Right now magic officially starts in the Twilight Forest and though there's been talks of moving it's content a bit earlier like in the Nether, the AOIs related to magic are all dead right now with no recent movement. Tread carefully.

crimson berry
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it wont be like actual magical, like the fantasy blocks, grimstone, hexplating,holystone, marbel, temple, and tyrian

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it is possible to have more than one theme set per dungeon

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as many sets as people are willing to put effort into

haughty yarrow
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Yup I would definitely love that. We can vary up the towers as well if we like.

crimson berry
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jungle could also have a more natural element as well

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for the forest cozy for the first two floors, like carpet, paperwall, glass, hempcrete, and the chiseled woods

haughty yarrow
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Just use the word "fantastical" instead of magical :)

crimson berry
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ztone is gona be harder to encorperate in a good way without custom rooms or segments

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ususaly needs a good shape to look good

haughty yarrow
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If you want to "go hard" with decoration, you can use most blocks with architecturecraft and place them directly as part of worldgen.

Way more complicated obviously, but you can.

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Also makes them less useful to mine for re-use

crimson berry
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im not sure if archetecture craft works due to orientation

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honestly i was planning on making a google doc of every building block at some point

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just because there are so many good ones

haughty yarrow
crimson berry
haughty yarrow
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We should be on the safe side and remove the one ring, I think.

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I didn't realize it made you able to ignore combat entirely. Not what we want to have in dungeons.

crimson berry
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it doesnt spawn in dungeons

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only the other obsidian shrine thingy

haughty yarrow
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Ah, I had found it in a dungeon, but that was probably because it spawned in a "Vanilla dungeon" that happened to overlap

crimson berry
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probably

haughty yarrow
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We should probably remove "The One Ring" from the overall loot pool and place it in the level 5 reward pool or other harder to obtain places.

crimson berry
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thaum research

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is the warp even worth

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using for the roguelike dungeon

haughty yarrow
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Sure, I just don't want players to spawn in, raid overworld structures until they find it and raid a couple dungeons for all their early game metals

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If they made it through thaumcraft they earned it

crimson berry
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if you get all the earlygame materials

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but withers spawn

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is it worth

haughty yarrow
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From what @eager sphinx reported, it really is trivial to raid a dungeon with it while suffering little to no ill effects.