#Roguelike dungeon loot rework

3510 messages · Page 4 of 4 (latest)

crimson berry
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yeah I would remove it

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from base dungeon loot

eager sphinx
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Withers?

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The ring doesnt do anything for 5 minutes and has negligible effect for the next, idk, 15

haughty yarrow
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It really is a "I win combat" button. Honestly if we start caring about combat in GTNH we'll probably want to move it beyond tiers where combat has a chance of mattering.

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It's really in the place it is now because combat has always been irrelevant.

crimson berry
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I just thought it gave very bad warp so was too scared to use it

eager sphinx
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The ring is super abusable if you find it early

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You can hold that ring for 30 minutes and what would probably happen is youd get about 3 perm warp on yourself, ~8 warping on the ring and some mildly annoying effects inbetween

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3 perm warp is basically nothing

haughty yarrow
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@crimson berry btw charms of keeping should not all have the same rarity. The II and III should be respectively rarer or at least be available in lower floors.

crimson berry
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ok

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since nightly ive alter floor 5 ore spawns

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changed the enchanted weapons a bit

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replaced reinforced with tumbaga

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added forestry backpacks to rare armor lootpool

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changed the charms of keeping

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so any item here has a weight/87 chance

chrome tendon
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sure it is

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since they increased the max data in a chunk

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its no different from ae2 drives

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bag in a bag in a bag in a bag trollHD

warm forge
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i still wouldnt risk it lol

chrome tendon
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i would

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back ups exist

crimson berry
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@haughty yarrow dungeons without fixed loot can spawn in the biomes a dungeon type does not exist in

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like in hills, rivers, and oceans

haughty yarrow
crimson berry
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yeah

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i dont see it in the overides

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Another idea i have

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is custon spawners per dungeon

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would be cool

young bluff
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Water creeper spawns, ohno

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It certainly could be cool to have some varience based on location.

crimson berry
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ill work on the themes while I wait for testing

haughty yarrow
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Alright we might have gotten all the feedback we're going to get for the loot. I understand you've tuned the amount of ingots down a little bit.

I'll do a last thorough review of your PR's content soon. At this point I think it's time we clean up the way the files themselves are structured.

  • For instance the file aREAD ME.txt still needs to be renamed to README.txt.
  • It's not clear while some files have a w, x or z prefix. If it's not required, we should probably remove those.
  • Some files look like they don't necessarily need to be separate. We might want to have each dungeon file contain it's room, segment, tower & theme definitions instead of inheriting it from other "dungeons" which only define those properties.
  • We should identify any situations where the configuration system forces us to duplicate configs, and change the mod so that it's not required. For instance I see you're duplicating the food, block and potion loot rules for the 2 different types of chests they target. While this is an elegant solution, we might be able to change the mod to support re-using a "loot" definition so that doesn't need to be duplicated.
  • The files with a "_temp" could probably have a better name
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Also while I haven't been able to get traction on a dungeon structure AOI, Dream tells me they're okay with the idea of trying to improve dungeon structures so at least those efforts aren't likely to be vetoed.

crimson berry
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It reads the configs in alphabetical order

haughty yarrow
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Ah, that sounds like a bug we should fix.

crimson berry
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It might of been fixed since the config tutorial was made

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I never actualy tested it

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aReadme was to make it the first file on the list so it is easier to find

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But i can rename it

haughty yarrow
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If you want it to be easier to find, just place it in the parent folder where there's less files and explain that it's about how the settings configuration works.

crimson berry
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Oh that works too

haughty yarrow
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so in config/roguelike_dungeons

crimson berry
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I think the multiple files for segments towers and themes make it easier to edit for a new person

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But i can compress it down

haughty yarrow
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I guess I'm mostly looking at the towers because those can just be a single line in the other file. The other 3 all define the levels

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So maybe you could merge the tower with the dungeon and the others into a levels file

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I think that reads a bit better than having 3 different definitions of "level 0" that end up merged together

crimson berry
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ok

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ill check to see if inheritance needs a certain order of files

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I could just call dungeons rouglikedungeons

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and call loot all loot whole

haughty yarrow
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If it does (depend on a file order) I think we could treat that as a bug and fix it. There's a lot of value in sensibly named files.

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I think it probably still depends on file order.

crimson berry
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ok it is dependent on file order

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the modpack RAD is not im pretty sure so it might of been fixed in 1.12

crimson berry
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Now im curious to see if there are any good features from future versions that we should implement

haughty yarrow
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The most obvious thing is the stairs in-between levels

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I'm sure there's a lot more

twilit marsh
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so Iunno if anyone has suggested it yet but I think adding project red and/or logi pipe items to roguelikes would be a good idea

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in my opinion those mods are still not worth using in their current state if you are playing at a reasonable pace. generally I think it's more worth your time to rush progression for AE2. Giving a few annoying to craft parts in loot could make investing the time into them worth it

crimson berry
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I think it is worth just buffing logi pipes as a whole then

full thorn
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That would also not be a bad idea

haughty yarrow
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In that case why not drawer upgrades

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Of course the idea here is to expand the loot pool, not just buff it further

twilit marsh
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drawer upgrades are less interesting because people are just generally going to make them anyway. although I don't dislike them as an option

haughty yarrow
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I think there's a lot of value in giving out hard(er) to craft items that don't fit in the main technical progression so that new players who might not know their value get to try them out and learn they should be making them.

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Given the number of pistons involved in drawer upgrades, no noob is going out of their way to batch craft them as they should

twilit marsh
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I like the idea of giving ruby/tanz upgrades on the bottom floor to let them know they exist

stray gyro
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i still think adding in the generic ztones component throughout the floors would be a nice addition too

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plus some generic mob spawn eggs ( cows, pigs, chickens, horses, wolves, ocelots, villagers maybe )

twilit marsh
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villager spawn eggs would be nice. moving them around before LV kinda sucks

crimson berry
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there is golden lasso

twilit marsh
crimson berry
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the golden lasso is in the dungeon to rephrase

twilit marsh
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oh that's probably just better then

crimson berry
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actually it wont be in the dungeon until rooms get updated

crimson berry
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renamed temp to extra and renamed/moved the readme file

crimson berry
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they have changed quantities

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i could just do [armor, food] in the config if i want, it is possible to do

haughty yarrow
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I'll take a look at this soon to see if we can avoid writing down the same list of items twice

crimson berry
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I could make it one list, but i would have to make it so that they give the same number of items

haughty yarrow
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Right, it will probably need a code change to be convenient

narrow sierra
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I’d love to be able to find steel in the rouge like dungeons: it’d feel more skill based than running around looking for village chests and could make early dungeon crawling feel a lot more rewarding.

haughty yarrow
narrow sierra
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that could be good for balance, if steel were to be made more abundant in dungeons.

eager sphinx
carmine fable
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if it has one, its not enabled it seems like

eager sphinx
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i looked at both coremod and EMT and didn't see anything

haughty yarrow
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Well that's a freaking L for me, I thought I remembered someone telling me it had a recipe, and the config says it does. We might have removed it in the pack

haughty yarrow
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Alright well it doesn't have a recipe, so what should we plan to do?

Give it out rarely in deep dungeon loot? You should have to do some combat to get to opt out of combat.

Or give it a crafting recipe in Thaumcraft?

crimson berry
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i think thaum recepie works

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like totem of undying infusion recepie

haughty yarrow
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Hmm I think it depends on how the mechanics of the ring work.

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If the mind corruption is per player, then making it craftable is the best way to go.

If instead it's linked to the item and you can swap to another ring to reset, then we don't want you to be able to just spam them.

crimson berry
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It gives perm warp

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so I assume it is on the player, the warp

haughty yarrow
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Yeah but it also has, as I'm given to understand, a "5 minutes timer" before any consequences happen

eager sphinx
haughty yarrow
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Where is the corruption saved?

soft kiln
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i really cant imagine ever wanting to use one of these and ive never seen anyone use them concern

eager sphinx
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on the player

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if it was on the item you wouldn't be able to kill yourself and restart the timer

soft kiln
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isnt the one ring like universally regarded as a noob trap

eager sphinx
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that's the one thing it has going for it

haughty yarrow
eager sphinx
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it's a "clean out ANY dungeon free" card

haughty yarrow
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We could leave it in but it's so easy to find that it would basically become the meta

eager sphinx
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if you kill yourself corruption drops to 0

haughty yarrow
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Like the very first thaumcraft chest I opened had one

haughty yarrow
soft kiln
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i guess maybe someone uses it if the roguelike dungeons are useful? idk

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its pretty shit

eager sphinx
haughty yarrow
soft kiln
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i just cant imagine this being a practically useful abuse

eager sphinx
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Mroczny did some testing on the new dungeons and at the time he could get out about 25 steel per dungeon, among a myriad of other things

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Amongst a myriad of other ingots and tools

haughty yarrow
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So it does become the fastest way to get steel (in the stone/steam age), beating out making and using a BBF

eager sphinx
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Oh i said the same thing twice oops

soft kiln
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well then i dont really see the issue with giving it some thaumcraft infusion recipe even if it is tied to the item

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if someone wants to make a hundred rings in hv then it doesnt really matter

haughty yarrow
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At that point it's worse, it's weakly linked to the player so 1 ring is all you ever need to opt out of any combat content you can clear in 5 minutes (all content)

soft kiln
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alternatively just let this item die

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its emt anyways right

haughty yarrow
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That would be fine with me

soft kiln
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i dont really think its a particularly healthy item to exist

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either it is useless loot to trick new players into getting warp (like right now) or its wildly overpowered

crimson berry
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Yeah, dont see a use for it

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and will just be an annoyance if combat continues to be updated

eager sphinx
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grave from mob swarmed place retriever Trollface

haughty yarrow
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If we remove it I'll keep the quest in for now since it will still be in people's worlds for a long time to come

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Which is fine, this is a change for new worlds

crimson berry
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uncompletable quest 🧌

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the 100% people would be mad

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it could just require like platnium or other plat line suff

haughty yarrow
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Isn't it a secret hidden quest?

crimson berry
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so it is useless

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Secret hidden quests count

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because the lootgames one counts

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from what ive seen

haughty yarrow
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I mean at that point they can make up whatever rules they want for how they want to play the game.

haughty yarrow
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Hey sorry for the delay. I did some playing around with the config files and found out a few things.

  1. The file name doesn't matter for loading order, so we can and must drop the x, y and z prefixes for dungeon setting files.
  2. The file extension doesn't even matter, let's use .json instead of .txt for all files, for consistency.
  3. The main reason not to want to maintain a LOOT_POOL & a LOOT_POOL_EXTRA files is that innevitably someone will forget to edit both files at the same time when they should have done so, and at that point it becomes impossible to tell which one has the desired behavior without detailed commit messages and combing through the git history. I noticed such discrepancies in several extra files. The way to fix this properly is to join them together. This wasn't possible before, but it will be after https://github.com/GTNewHorizons/Roguelike-Dungeons/pull/6 is merged.

For the first 2 issues I opened a PR on your repository that fixes those issues as well as problems related to line endings : https://github.com/WanderingHero/GT-New-Horizons-Modpack/pull/1

I would suggest you accept it to merge those changes into your branch and thus into your PR to the GTNH repository.

For the 3rd issue I have made a code change to Roguelike dungeons which allows reusing the same list of items for different chest types, each with their own quantity of items to give out from that list of items. I believe this coveres the needs you describe. Please let me know if you would prefer a different syntax or require additional features to eliminate duplication of item lists.

You can see how the new syntax looks like in this PR: https://github.com/GTNewHorizons/Roguelike-Dungeons/pull/6

crimson berry
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ok accepted

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Ok that syntax is nice

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Ill fix the extra stuff later once i finish with finals

haughty yarrow
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Best of luck!

haughty yarrow
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Let me know if I should merge the duplicate files myself. Some of them have some differences so I wouldn't know exactly which version is what you intended but it shouldn't be too problematic.

crimson berry
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Ill be able to sometime Thursday or Friday

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Moving back home

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Assume the original is the intentional one

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Because it is

haughty yarrow
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Okay so the non extra file

stray gyro
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hey me and a couple buddies of mine ( who have newbie experience with GTNH ) did a bunch of dungeon runs in a 2.8.X server, if you guys want i can compile some notes about my friends' experience with dungeon diving and their thoughts on the loot they found + their overall experiences doing dungeon crawling

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i figured i drag some of my friends into trying out the new GTNH dungeons since they have experience with RLcraft and other CBT modpacks

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and they know how to cheese dungeons and assess risk/rewards for dungeon diving

haughty yarrow
stray gyro
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we were running with the themes branch too so they can experience the rewards loot table too

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there's a couple holes in the loot table as well as some adjustments that should be done with the dungeons themselves

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really the main one is the TNT dispensers on the fourth floor, those have detonated the creeper room three times in the testing we've done

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and prolly blown up who knows how much loot chests

stray gyro
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pretty sure all four of them have gotten to LV at a minimum, so they recognized how good steel and sulfur was when they got it

haughty yarrow
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The stated design goal for dungeon loot is that it should reward you for engaging with the content if that's what you like to do, but that it's not intended to "the best way" to progress in the early game.

stray gyro
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oh no i get that

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since there'd be no stopping people from toggling to peaceful and just raiding the whole place

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if that was the meta

haughty yarrow
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Of course, just restating so you can account for that in your feedback. :)

stray gyro
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mainly i just wanted to point out some of the observations we made when looting

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like, none of us really grabbed the pig iron tool parts or flint tool parts in floors 1 and 2

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flint tool parts are basically freebies anyways, and pig iron is way too annoying to make tool heads for the repair

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the tool rods and bindings are fine as those kinds of materials though

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( i can compile notes on this, i'll ask them about it all and make a big post or two here )

haughty yarrow
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If you'd like to take the time it would be much appreciated.

stray gyro
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oh for sure. i know GTNH isn't really an adventure-style pack, but if the RLDs are in the pack might as well make them somewhat worthwhile to jump into early game

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even after Hero's adjustments, floor 3+ is still such a ballache to clear out and make safe to loot

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and while, yes, you can just burrow around in the crypts and get to the loot, it's still a long process

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floor 3 has a good amount of chests, floor 5's chests are stacked, but floor 4 doesn't have nearly enough loot areas as floor 3 does

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that's more of a consequence of floor 3 having chests behind spawners and there's a crapton of spawners in floor 3

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but like i said, i'll collect feedback from the lads and compile all of our thoughts into some long posts

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can also give some recommendations for tweaks or balancing

crimson berry
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Honestly why not swap

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Floor 3 and 4

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Room wise

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Might work

stray gyro
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@haughty yarrow
@crimson berry

= OVERALL THOUGHTS =

  • Regardless of balance changes or tweaks to room layout or loot, there's nothing stopping people from switching to peaceful and looting the RLD with near-zero risk.
  • And regardless of balance changes or tweaks to dungeons themselves, all it takes is one infernal mighty spider to ruin someone's day even if they have 80HP and full diamond armor.
  • That said, RLDs should have good enough loot to explore one or a few, depending on the player's overall willingness to engage with infernal mobs.
  • Overall enthusiasm for looting RLDs sharply drops once players have backpacks, nice armor and piston boots/hang glider ( aka too much good gear to lose to aforementioned infernal mobs )
  • Floors 1 and 2 can consistently be looted with little to no preparation.
  • Floor 3 is a nightmare, spawners can be in groups of 4-8 in close proximity to one another and can make exploration grind to a halt if regen infernals or too many tough enemies spawn in
  • Floor 4 has basically no loot chests and is not as dangerous as Floors 3 and 5.
  • Floor 5 is mostly balanced for the loot/risk of exploring it.

= re: DUNGEON TYPES =

  • Forest ( the house ) is far and away the most useful structure to find in the early game: Day 0 Bed, tons of bricks, and a decent starting house before any serious machinery needs to be made
  • Plains ( the castle tower ) is the second most useful structure with ~14 torches spawning on it's top and having the fireworks room with lots of redstone components
  • Desert Dungeons are the third most useful with quartz blocks being available to mine on floor 1
  • Hill ( the mage tower ) is too rare to find
  • Swamp is a much worse Forest with no useful materials to get right away
  • Jungle also is too rare to find

= re: LOOT =

  • The food variety is great
  • The food -quality- gets worse the deeper in the dungeon you go ( i.e. less filling foods, give little nutrition, only fills two or three nutrition bars )
  • Pig iron tool heads are trashed and ignored due to pig iron needing a smeltery and being a general pain to make in appreciable quantities
  • Players prioritized getting iron, copper, tin, steel and any appreciable gear upgrades before tapping out at Floor 3
  • Damascus Steel and Vanadiumsteel ingots would mainly be used to make hand tools until MV, ( we're talking 200+ hours of gameplay for a lot of people )
  • Players appreciated getting armor upgrades as they kept delving deeper into the dungeon, but noted a lack of enchanted books or enchanted armor to help make combat easier
  • Decor blocks as loot is only good for people who know about chisel/care about building
  • Floor 3's reward room loot is kind of meh for the amount of CBT you put yourself through to get there
  • Floor 4's reward room loot has a butterfly analyzer. why.
  • Floor 5's reward room loot, in general, is worth getting maimed over
  • Getting one ( 1 ) Cosmic Meatballs in the Floor 5 chest feels really fucking bad, you know you can get upwards to 18 of them in witchery circles, right?
  • Giving item filters and side mod machines as reward loot isn't useful for a lot of new players who haven't engaged with GTNH content
  • Muffler upgrades are not worth raiding Floor 3 over, especially if it's only one that spawns in the chest
  • Pre-Steam looting was prioritized in general: food > inventory upgrades > mobility upgrades > tool upgrades > weapon upgrades
  • Steam Age looting was prioritized: bricks > iron bars > ingots > books/bookshelves > reward rooms > misc. dungeon blocks ( quartz, nether brick, etc. )
  • LV+ looting basically was "beeline to the rewards room and screw everything else"
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= LOOT SUGGESTIONS =

  • Increase the stack amount of food that spawns in chests by 1 or 2 per floor in the dungeon ( so on the last floor you can have ~16 of a given food item as loot )
  • Increase the stack amount for sand/gravel/clay by about 33%
  • Give Pam's Gardens/Seeds/Saplings as loot, with rarer/more valuable seeds and gardens being in the deeper parts of the dungeon
  • Slimy saplings would be good loot Floor 3+
  • Stacks of quicksand/punji sticks would be good Floor 1 loot
  • IC2 Crop progression probably should be gated, but a weeding trowel/weed-EX wouldn't be so bad as a reward
  • Greatwood and Silverwood saplings would be good Floor 1 loot, since sometimes RNG is a bugger with them spawning in
  • Bee hives, starting frames, cells of honey would be good for getting into bees sooner
  • Cells of Water, Creosote, Seed Oil, Refined Glue and Lubricant would be good filler loot ( you can never have enough cells )
  • Blocks of Iron on Floor 2 would be a good alternative to having dozens of ingots, gives the player the option to spawn iron golems to deal with mobs deeper in the dungeon
  • Impure dusts, varied gemstone qualities and nuggets of rare materials could spice up the ingot table
  • Since RLD's are best explored early, more torches/charcoal/coal/coke as loot would help a lot with exploration
  • Ladders, hoppers, iron plates/bolts, pistons, drawers/barrel upgrades and redstone components would be excellent additions to the chest loot table
  • Adding ore blocks or raw ores of overworld ores would help with the ore finder wand ( could also add in nether/twilight forest ores on Floor 5 )
  • Adding in Pam's Animal Traps, Fish Traps and maybe even the GT Fish Trap would be nice loot
  • Spawn Eggs for passive mobs/tameable mobs would be nice to find
  • Fishing rods with good enchantments would be nice
  • Ztones base blocks would be good for builders
  • Elevator loot could be 4-6 instead of 1-3
  • Floor 4+ reward rooms can have vacuum hoppers
  • Floor 3+ reward rooms can have advanced redstone components like ProjectRed timers, extra utilities Redstone Clocks, and/or Block Update Detectors
  • Floor 3+ reward rooms can have enchanted books ( that's books plural, not just one ) with Protection 4
  • Floor 3+ can start having enchanted books with useful enchants ( unbreaking, efficiency, last stand, pain ) in their loot pool
crimson berry
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For the themes branch

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Im gona rework a ton of it

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But good feedback

stray gyro
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hopefully this helps a bit with the balancing and designs of the dungeon

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this was from gleaning from a couple of RLcraft vets

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generally their thought process is to raid dungeons for stuff that's immediately useful

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so things like gear upgrades >>> GTNH progression stuff

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and if you're going to be doing progression normally, RLDs aren't even really an option to get the amount of materials you need for really anything

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like, even with the stack and a half of vanadiumsteel i got from one dungeon, it sat in a chest completely useless for 80 hours until i got the MV extruder

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like don't get me wrong, tools made from it last forever

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but once you make them, those ingots don't do anything else until faaar into the future

crimson berry
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Thenes will be reworked to fit this

stray gyro
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oh that looks promising

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i don't know how much of a pain it is to add more custom rooms, but that was another thing players noted is that the dungeon is pretty same-y

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my counter argument was that nether fortresses and strongholds are less varied than RLDs

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but given the amount of time they spent exploring down there, i can see their point

carmine fable
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on the point of pig iron tools, pig iron actually has one of the better durability modifiers early game, and once you put it on, gives you food randomly

crimson berry
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I hope to make the dungeons unique from biome, im reworkin the rooms

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And size as well

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And try to add custom mob spawners

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And maybe back-port filters

stray gyro
crimson berry
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If there was any good tool to turn a build into code

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I would make a bunch of custom rooms

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But it seems like you have to manually code in all the builds

stray gyro
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damn that sucks

crimson berry
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Having a third spawner room might be worth it though

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I guess technichally fourth

stray gyro
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for what?

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like, what kind of spawner? witch?

crimson berry
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Rooms with 1 spawner and 1 chest

stray gyro
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oh

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i thought you meant like a creeper room or enderman room

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something like that

crimson berry
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That too

tulip summit
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Maybe that could be worth looking into.

crimson berry
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It would just be annoying but possible so ill do it later

crimson berry
tulip summit
haughty yarrow
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@stray gyro thanks for the detailed breakdown and helpful suggestions!

stray gyro
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notta problem, i don't know if anyone else has given any feedback on the dungeon loot or where looting RLDs would be in progression

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but i think these dungeons should be balanced around late Stone Age => early LV

crimson berry
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i must of spelt the ztone block incorrectly

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bc aurora should be spawning

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ill add some spawn eggs to rare junk

haughty yarrow
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Yeah by the way I noticed the Aurora block was way more likely than others

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I assume that might have been for testing but otherwise not intended?

crimson berry
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wait they do spawn

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nvm im trolling, they should be more common

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but i can tone it down a bit

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because aurora is used to make all ztone

haughty yarrow
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Not all of them

crimson berry
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ok almost done

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removign the extras

haughty yarrow
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Perfect

crimson berry
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ok that should be all

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ill test it, but unless you did somethign to the code, order does matter for inheriting things

haughty yarrow
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It doesn't.

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I tested that pretty thoroughly. All available files are loaded into memory before they're parsed, so you can have one file refer any other file.

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If you can show me a counter-example where it doesn't work I'll definitely fix that

crimson berry
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lets see, for loot suggestion
I think that would be too much food but ill try
i can increase gravel, sand, clay
i added garden bags but refrain from giving other seeds as you are supposed to explore and find those
Same applies for slimey saplings
I can add quicksand/ punji, I was going to but forgot
I can add weeding trowel/weed-ex to tool loot
same thing with sliemy saplings
Ill add some frames
it is annoying to turn blocks back into ingots pre extractor
I can add impure dusts and varied gemstones
I think there is sufficent torches and coal but i can add more
hoppers and pistons spawn in naturaly, i can add ladders to blocks, and drawer upgrades to rare junk loot
idk what animal and fish traps do
Ill add some spawn eggs to rare junk loot
ill add enchants to the fishing rod, and fix the enchanted books
That is a bit much ill make it 2-4
ill add enchanted books to sword pool

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my counter example is that it breaks

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both i did /rouguelike dungeon here dungeon_forest

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the 2nd time i renamed the files

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the new loot pool thing works though

haughty yarrow
crimson berry
#

yeah

#

i cant find what makes it work in 1.12 and not 1.7.10

haughty yarrow
crimson berry
#

in fact i cant find much of any config in the 1.12 version

#

besides that this should be basicaly complete

#

and some minor loot fine tuning

haughty yarrow
#

Yup, I think we can do the fine tuning as separate PRs focussing on individual aspects of the loot pool

#

Great work!

#

It seems easier to open an AOI now that we can go to a member of the core staff instead of just Dream/Boubou so I think we can get a refined AOI proposal through for structure changes.

crimson berry
haughty yarrow
#

Yup we might just want to adjust the plans to the removal of experimental EFR content like Sculk

#

By the way, to get that theorycrafting started a bit, should we have more diversity in the depth of dungeons? Maybe some dungeons should max at at one or 2 levels.

#

Also I wonder if we could generate a dungeon in The End out of Purpur blocks and make that our end cities

crimson berry
#

It would be strange as they go downwards

#

And you would see all the rooms

#

Below the island

haughty yarrow
#

Yeah that's the point.

#

You'd be meant to enter those from any level so all the levels would be the same in terms of loot

crimson berry
#

It would prob work

haughty yarrow
#

And it wouldn't need to be wider as it goes deeper either

crimson berry
#

Making custom rooms would be very good

#

But i think rld uses its own custom building system, so there is no way to turn the build into code

haughty yarrow
#

There's always a way.

#

You just have to code it.

#

That being said, their custom building system seems pretty reasonable to use.

crimson berry
#

Yeah

#

I think the major thing is the reward room

#

What custom rooms would yall want

#

I think witch spawner room would be good

haughty yarrow
#

And determining what you have to do to get the reward

crimson berry
#

Blaze room

#

A few decorative rooms

haughty yarrow
#

We could, though I like keeping dimension-exclusive stuff in their own dimension. It's fine to need to go to a Nether Fortress to find blazes.

#

Dungeons are about exploration after all

#

So we don't want to limit the need for exploration

crimson berry
#

Slime room

haughty yarrow
#

Forget slime room

#

Slime dungeon

#

Where the floor is bounce pads

crimson berry
#

Youd need atleast 1 slime room for a slime dungeon

haughty yarrow
#

Haha

#

I meant let's have 10 slime rooms

crimson berry
#

You could just make a normal room but with the theme having floor of slime

haughty yarrow
#

Should we have a TNT dungeon, with walls made of TNT? Trollface Give it the rarest loot.

crimson berry
#

That already exists with creeper room

#

Trapped chest with creepers

haughty yarrow
#

Yeah, somehow they get me every single time.

crimson berry
#

I don’t think there are any suitable enemies for the reward room

#

As like a miniboss fight

haughty yarrow
#

We have, like, sooooo many freaking modded enemies normal players never see

#

I'm not afraid of tapping magic mod custom enemies

crimson berry
#

All the bosses are witchery

#

And thus part of witchery progression

haughty yarrow
#

If we need to bring in a 1.7.10 RPG mod with cool enemies, we could.

#

There's a cool thaumcraft boss but it's a bit too strong for the first few levels

crimson berry
#

I want to partially replace inferno mobs with minibosses and mob varients as well but that is besides the point right now

haughty yarrow
#

I think if we just had better control of infernal mobs to make bosses out of them that could work.

#

at first anyway<

#

I also wish we had spawners you could break through combat

#

instead of mining

crimson berry
#

Like the trial chambers kinda

haughty yarrow
#

I didn't play the Tricky Trials update, but if it has that then let's backport it

#

https://minecraft.wiki/w/Trial_Spawner Okay those can't be broken but they're even better! They spawn enemy waves that scale with the number of players

Minecraft Wiki

A trial spawner is a type of spawner found only within trial chambers. It spawns mobs in waves, which increase in number the more Survival/Adventure mode players are nearby. When all of its spawned mobs are defeated, it ejects a combination of consumable items and/or trial keys, then goes inactive for 30 minutes. It cannot be obtained as an item...

#

And then they provide the loot when the mobs are dead

#

That's completely cheese proof

#

In the current sense

#

We should probably get those in, or make our own

crimson berry
#

I think it needs a player input before it spawns enemies

#

So i think one that auto spawns waves would fit the dungeon better

haughty yarrow
#

From the wiki it triggers from line of sight and a minimal distance

crimson berry
#

That might be the ominous one that needs player input

haughty yarrow
#

Probably, and that one would work for the reward room

#

In fact we could use those in the reward room first

crimson berry
#

Has any of this been considered yet in efr

haughty yarrow
#

We can open an issue and probably we'll need to do it ourselves

crimson berry
#

Ill finish all on the doc first

#

Even without the reward room stuff

#

There is a lot of stuff that can be done to make each dungeon unique from each other

haughty yarrow
crimson berry
#

Mainly by custom spawners, themes, rooms, filters, and size

#

Tell me when if you are able to get an AoI thread, ill work on figuring out custom rooms until then

#

looking at it

#

it doesnt seem that bad

crimson berry
#

hows this for a witch room

#

for a side with no path

haughty yarrow
#

Someone cooked!

#

For the rooms we make ourselves I think we shouldn't hesitate to use as many modded blocks as we can

#

We might need to build a room registration API for that

crimson berry
#

majority of the blocks

#

are gona be based off the theme file

#

like the primary block

#

stair

#

pillar

#

secondary block

#

etc

haughty yarrow
#

Ah right

#

That makes sense

#

This looks a bit more wizard than witch I think

#

Witch is more the look of the swamp tower

crimson berry
#

i guess a cauldrun would fit

crimson berry
haughty yarrow
crimson berry
#

ok figured out how to add rooms, time to use my python drawning skills

crimson berry
#

ill never understand why minecraft the y axis the vertical axis

haughty yarrow
#

You were of course right about alphabetical file order mattering. I'm working on fixing it, will continue later this weekend.

#

current plan for a fix is this (naive but should work):

  • I load all the dungeons with no unloaded dependencies
  • I keep repeating that step until there are no dungeons left that can be loaded
  • I log any remaining dungeons as unloadable.
crimson berry
#

Ok, ill make rooms that fit this list of themes

#

Like a kitchenette for the forest and ice theme

crimson berry
#

kitchenette room design

#

It is a nice room that contains hoppers

#

like the smith room

haughty yarrow
#

What if it was very rare but had CookingForBlockheads blocks?

#

It does look good as is of course :)

#

I think we really should use the opportunity of making custom rooms in a pack as content rich as this one to use as much modded content as possible

crimson berry
#

Maybe

#

It would be possible to give themes a tertiary block that is only used in these custom rooms that can be added in the config

#

So that the rooms themselves don’t need a config

haughty yarrow
#

Rooms are all added in code right?

#

To add a room that uses modded blocks, I think you would write the code that adds that room in NewHorizonsCoreMod, and then you would specify it by name in the config

#

For that we just need to add a custom room registry, add a key that says it's a custom room and load it from the registry here

#

There's a bit more refactor to do than that, but we should be able to specify rooms with many many many unique modded blocks in them that way

#

Without being limited to the theme system

crimson berry
#

Alright

#

How would you write the room in core mod, if all the features to build the room are defined in the roguelike dungeon mod

#

Instead of using a theme config, couldnt there be a config that gets every modded block used in the builds

#

and it is listed in the room code as block1, block2, etc exept with better name

haughty yarrow
haughty yarrow
haughty yarrow
#

Here's a branch with an initial version of the file name independant settings resolver: https://github.com/GTNewHorizons/Roguelike-Dungeons/pull/7

Right now these files fail to load due to unmet dependencies I opted to treat as a fatal error that stops dungeon load so we can fix them:

[22:25:59] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon dungeon_jungle.json not loaded because of unmet dependencies
[22:25:59] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all, loot_jungle_temp, rooms_jungle, size]
[22:26:00] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon dungeon_forest.json not loaded because of unmet dependencies
[22:26:00] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all, loot_forest_temp, theme_forest, segments_forest, size]
[22:26:01] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon dungeon_mesa.json not loaded because of unmet dependencies
[22:26:01] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all, loot_mesa_temp, theme_mesa, rooms_mesa, segments_mesa, size]
[22:26:02] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon dungeon_swamp.json not loaded because of unmet dependencies
[22:26:02] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all, loot_swamp_temp, size]
[22:26:05] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon loot_all.json not loaded because of unmet dependencies
[22:26:05] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_ore_temp, loot_blocks_temp, loot_potions_temp]
[22:26:06] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon dungeon_plains.json not loaded because of unmet dependencies
[22:26:06] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all, loot_plains_temp, segments_plains, size]
[22:26:07] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon loot_builtin_override.json not loaded because of unmet dependencies
[22:26:07] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all]
[22:26:08] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon dungeon_mountain.json not loaded because of unmet dependencies
[22:26:08] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all, loot_mountain_temp, size]
[22:26:09] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:163]: Dungeon dungeon_desert.json not loaded because of unmet dependencies
[22:26:09] [Server thread/INFO] [STDERR]: [greymerk.roguelike.dungeon.settings.SettingsResolver:logUnloadedDungeons:164]: Unmet dependencies: [loot_all, loot_desert_temp, size]
#

Additionally the logs also tell you which loot configurations are invalid and thus not loaded:

#

Note: loot_all is defined but it also had unmet dependencies which is why it shows up as not loaded

#

FYI as I recently learned the command /iih tells you all the information about the item you'll need. For instance we see that the Golden Boots have the registry name minecraft:golden_boots

crimson berry
#

Yeah it was very useful in creating the loot pools

ornate lark
haughty yarrow
haughty yarrow
#

Also enchanted books are poorly specified. They use "type" instead of "name".

haughty yarrow
#

You can use it already when working on the loot pool PR

crimson berry
#

Nice

#

Any ideas for rooms

#

for the kitchenette i want it to remain 100% chance so I wont add cfb items

#

it is ment as a more theme appropriate smith

#

and cake room

#

I can prob add a full blown kitchen room with a chance though

#

Im not aware many modded blocks to design a room around

#

maybe like a sawmill

#

with architechts sawmill
bee room
sc2 room\

small bear
#

Forgive me for not reviewing the last thousand plus posts, but as there is discussion of new rooms… the rooms and items within are still going to be limited as to what items they can provide to players (to avoid tier skips, etc), yes?

crimson berry
#

yes

neon plover
#

how can I get a mesa/forest etc dungeon to spawn? /roguelike dungeon here dungeon_mesa just spawns a plains one, same for the other dungeon types. I'm on nightly 1024

haughty yarrow
#

Not sure if the dungeon config is working right now

crimson berry
#

You need to

#

Change the order of the files

#

Until the pr goes through

haughty yarrow
#

I'll ask dream to put the PR in the nightlies

#

Though the files probably still need to be fixed since they refer to non existent settings

crimson berry
#

Which file

#

Ill redo enchant, i just used what was in the demo file

#

But im pretty sure it doesn’t exist

haughty yarrow
#

and most dungeon files either don't have a room file, or a segment file, or something like that

#

I think the swamp has basically no overrides except the tower

crimson berry
#

The ones without I’m pretty sure use default, unless i forgot to add in the rooms

haughty yarrow
#

I didn't change it myself as I figured you'd know whether it was an oversight or expected

crimson berry
#

I didn’t change mesa because it does not spawn

#

Because there are no mesas in worldgen

haughty yarrow
#

Eh, fair enough

crimson berry
#

swamp should have rooms

#

so if there are no overrides there is an issue

haughty yarrow
#

I didn't remember exactly which one was missing what

crimson berry
#

Jungle uses the defalt rooms, and plains and forest use default segments

harsh scaffold
#

Roguelike dungeon loot rework

haughty yarrow
#

Thank freaking goodness

crimson berry
#

Only took until it was finished

crimson berry
#

Should I ask anyone in particular for an AOI of other rougleike features

#

and is there anything left for the innitial PR

haughty yarrow
#

Wonderful, thanks!

crimson berry
#

It cant be done in a week so it would definitely be 2.9

harsh scaffold
#

sure, i can get something together from that later tonight

#

did the prs for this merge or are they still open?

haughty yarrow
#

After that I'll do a final review & cleanup of the main PR that actually adds the new loot

haughty yarrow
#

I'm fixing the config. Removing this loot entry because I can't figure out what it should be:
BuildCraft|Factory:mover

haughty yarrow
#

Great work putting it all together

crimson berry
#

Lets go

crimson berry
#

Has your roguelike pr

#

been merged

#

still getting loot issues in latest nightly

crimson berry
#

Also since the pr is approved

#

Can i add to the master branch

#

Without affecting nightlies

haughty yarrow
#

Yes, but you really shouldn't

#

You should work on separate branches and reset your master branch to be in sync with the pack's master branch

#

That way you can work on as many features as you like and easily keep them in sync with the pack

crimson berry
#

ok

round plank
#

@crimson berry I was looking through rouglike loot on beta 2.8 and i couldn't find any chest with reward loot. Are you sure they do spawn ?

crimson berry
#

Reward loot does not spawn

#

As it is attached to the reeard room

#

And there are no custom rooms

ornate lark
#

#beta-testing message

chrome tendon
#

Suggestion: spawn loot using tables of lootbags for your tier, or spawn lootbags in the loot chests

#

like it would be nice if lootbags were removed from the questbook and switched to specific rewards, and the random loot was moved to the chest pools

soft kiln
#

I don’t think most people would like to see lootbags removed from the questbook

#

also that would require a few systems that aren’t implemented: a way to determine what tier a player is and loot being spawned at chest open time

fallen niche
#

in theory, it would be possible to tie the tier to the player via an achievement system and check based on that

#

and I don't know why you would remove lootbags from the questbook to begin with, kinda seems like a bad move cuz then you are only rewarding players who explore, and not players who commit automation (not to mention there's like 0 exploration past HV)

soft kiln
fallen niche
#

cuz otherwise achievement registration is really inconsistent

glossy sable
#

You could just add in a few stone/steam tier lootbags to the whole dungeon, maybe LV to the bottom floor
Not sure you should see anything above that

chrome tendon
soft kiln
#

lootgames don’t have any tables from lootbags - tbh i don’t see why not just have independent tables

#

there’s good reason to keep them separate

chrome tendon
#

alright, lootbag-similar-tables

crimson berry
#

They have different tables intentionally

#

Because they are meant to reward different thongs

#

Idk why they would be the same

#

And why remove lootbags from quests

soft kiln
#

most notably, dungeons are infinitely grindable while lootbags are highly limited

chrome tendon
#

i think limited loot should come from a pool without replacement to avoid rng

#

or like if there are certain special items you're guaranteed to get them before you run out of lootbags

fallen niche
#

and anyways most of the stuff is kinda useless past a certain point

willow horizon
#

why should high tier players be incentivized to explore instead of automating?

cold grove
soft kiln
#

i dont really see any problem with that

crimson berry
#

I don’t think the like 3 more crafts is gona change much

#

But it is easy fix

rapid flume
#

some unique loot from dungeons could be a cool idea in general, like kitchen tools that actually cant break or have some crazy durability

carmine fable
rapid flume
#

Put them in the dungeons xdd