#Roguelike dungeon loot rework
3510 messages · Page 4 of 4 (latest)
Withers?
The ring doesnt do anything for 5 minutes and has negligible effect for the next, idk, 15
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.
It's really in the place it is now because combat has always been irrelevant.
I just thought it gave very bad warp so was too scared to use it
The ring is super abusable if you find it early
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
3 perm warp is basically nothing
@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.
ok
since nightly ive alter floor 5 ore spawns
changed the enchanted weapons a bit
replaced reinforced with tumbaga
added forestry backpacks to rare armor lootpool
changed the charms of keeping
so any item here has a weight/87 chance
sure it is
since they increased the max data in a chunk
its no different from ae2 drives
bag in a bag in a bag in a bag 
i still wouldnt risk it lol
@haughty yarrow dungeons without fixed loot can spawn in the biomes a dungeon type does not exist in
like in hills, rivers, and oceans
Are you saying that builtins still spawn? We can add a config to disable them.
yeah
i dont see it in the overides
Another idea i have
is custon spawners per dungeon
would be cool
Water creeper spawns, ohno
It certainly could be cool to have some varience based on location.
ill work on the themes while I wait for testing
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.txtstill needs to be renamed toREADME.txt. - It's not clear while some files have a
w,xorzprefix. 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
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.
X y and z is so it inherits correctly
It reads the configs in alphabetical order
Ah, that sounds like a bug we should fix.
It might of been fixed since the config tutorial was made
I never actualy tested it
aReadme was to make it the first file on the list so it is easier to find
But i can rename it
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.
Oh that works too
so in config/roguelike_dungeons
I think the multiple files for segments towers and themes make it easier to edit for a new person
But i can compress it down
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
So maybe you could merge the tower with the dungeon and the others into a levels file
I think that reads a bit better than having 3 different definitions of "level 0" that end up merged together
ok
ill check to see if inheritance needs a certain order of files
I could just call dungeons rouglikedungeons
and call loot all loot whole
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.
I think it probably still depends on file order.
ok it is dependent on file order
the modpack RAD is not im pretty sure so it might of been fixed in 1.12
https://youtu.be/zQRxvHWxwUU?si=hKz3tef2tMiisHwc greymerk posted for the first time in like 10 years
This is a video showing how a Roguelike Dungeon can generate in a Big Globe world. At the time or recording, this is experimental.
https://modrinth.com/mod/roguelikedungeons
https://modrinth.com/mod/big-globe
Now im curious to see if there are any good features from future versions that we should implement
The most obvious thing is the stairs in-between levels
I'm sure there's a lot more
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
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
I think it is worth just buffing logi pipes as a whole then
That would also not be a bad idea
In that case why not drawer upgrades
Of course the idea here is to expand the loot pool, not just buff it further
drawer upgrades are less interesting because people are just generally going to make them anyway. although I don't dislike them as an option
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.
Given the number of pistons involved in drawer upgrades, no noob is going out of their way to batch craft them as they should
I like the idea of giving ruby/tanz upgrades on the bottom floor to let them know they exist
i still think adding in the generic ztones component throughout the floors would be a nice addition too
plus some generic mob spawn eggs ( cows, pigs, chickens, horses, wolves, ocelots, villagers maybe )
villager spawn eggs would be nice. moving them around before LV kinda sucks
there is golden lasso
those are only obtainable at LV
the golden lasso is in the dungeon to rephrase
oh that's probably just better then
actually it wont be in the dungeon until rooms get updated
renamed temp to extra and renamed/moved the readme file
the configs for the duplicates are not the same
they have changed quantities
i could just do [armor, food] in the config if i want, it is possible to do
I'll take a look at this soon to see if we can avoid writing down the same list of items twice
I could make it one list, but i would have to make it so that they give the same number of items
Right, it will probably need a code change to be convenient
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.
On that note, how would you feel about those other chests getting a similar treatment but having most of their "precious metals" loot removed (and migrated to dungeons) ?
that could be good for balance, if steel were to be made more abundant in dungeons.
There is steel
what's the recipe for the one ring? i can't find it
if it has one, its not enabled it seems like
i looked at both coremod and EMT and didn't see anything
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
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?
Hmm I think it depends on how the mechanics of the ring work.
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.
Yeah but it also has, as I'm given to understand, a "5 minutes timer" before any consequences happen
Where is the corruption saved?
i really cant imagine ever wanting to use one of these and ive never seen anyone use them 
on the player
if it was on the item you wouldn't be able to kill yourself and restart the timer
isnt the one ring like universally regarded as a noob trap
equip ring
loot entire roguelike dungeon in stone age
happy
that's the one thing it has going for it
They got specifically called out during dungeon testing as a "clean out 1 dungeon free" card
it's a "clean out ANY dungeon free" card
We could leave it in but it's so easy to find that it would basically become the meta
if you kill yourself corruption drops to 0
Like the very first thaumcraft chest I opened had one
You're kidding
i guess maybe someone uses it if the roguelike dungeons are useful? idk
its pretty shit
No
Making RLD useful is the entire point of this thread yes, which is why we're considering fixing abuses ahead of time.
i just cant imagine this being a practically useful abuse
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
Amongst a myriad of other ingots and tools
So it does become the fastest way to get steel (in the stone/steam age), beating out making and using a BBF
Oh i said the same thing twice oops
well then i dont really see the issue with giving it some thaumcraft infusion recipe even if it is tied to the item
if someone wants to make a hundred rings in hv then it doesnt really matter
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)
That would be fine with me
i dont really think its a particularly healthy item to exist
either it is useless loot to trick new players into getting warp (like right now) or its wildly overpowered
Yeah, dont see a use for it
and will just be an annoyance if combat continues to be updated
grave from mob swarmed place retriever 
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
Which is fine, this is a change for new worlds
uncompletable quest 🧌
the 100% people would be mad
it could just require like platnium or other plat line suff
Isn't it a secret hidden quest?
so it is useless
Secret hidden quests count
because the lootgames one counts
from what ive seen
I mean at that point they can make up whatever rules they want for how they want to play the game.
Hey sorry for the delay. I did some playing around with the config files and found out a few things.
- The file name doesn't matter for loading order, so we can and must drop the
x,yandzprefixes for dungeon setting files. - The file extension doesn't even matter, let's use .json instead of .txt for all files, for consistency.
- 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
ok accepted
Ok that syntax is nice
Ill fix the extra stuff later once i finish with finals
Best of luck!
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.
Ill be able to sometime Thursday or Friday
Moving back home
Assume the original is the intentional one
Because it is
Okay so the non extra file
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
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
and they know how to cheese dungeons and assess risk/rewards for dungeon diving
Hey, any feedback you could give would be greatly appreciated. :) I suspect we will be fine tuning those dungeons for a while and we would like to do more with them.
we were running with the themes branch too so they can experience the rewards loot table too
there's a couple holes in the loot table as well as some adjustments that should be done with the dungeons themselves
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
and prolly blown up who knows how much loot chests
i can talk with the lads and get their thoughts on it. they don't have a whole lot of experience with GTNH so i had to gauge how good getting some of the more advanced loot was for us
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
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.
oh no i get that
since there'd be no stopping people from toggling to peaceful and just raiding the whole place
if that was the meta
Of course, just restating so you can account for that in your feedback. :)
mainly i just wanted to point out some of the observations we made when looting
like, none of us really grabbed the pig iron tool parts or flint tool parts in floors 1 and 2
flint tool parts are basically freebies anyways, and pig iron is way too annoying to make tool heads for the repair
the tool rods and bindings are fine as those kinds of materials though
( i can compile notes on this, i'll ask them about it all and make a big post or two here )
If you'd like to take the time it would be much appreciated.
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
even after Hero's adjustments, floor 3+ is still such a ballache to clear out and make safe to loot
and while, yes, you can just burrow around in the crypts and get to the loot, it's still a long process
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
that's more of a consequence of floor 3 having chests behind spawners and there's a crapton of spawners in floor 3
but like i said, i'll collect feedback from the lads and compile all of our thoughts into some long posts
can also give some recommendations for tweaks or balancing
Ill prob remove that segment next pr
Honestly why not swap
Floor 3 and 4
Room wise
Might work
@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"
= 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
hopefully this helps a bit with the balancing and designs of the dungeon
this was from gleaning from a couple of RLcraft vets
generally their thought process is to raid dungeons for stuff that's immediately useful
so things like gear upgrades >>> GTNH progression stuff
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
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
like don't get me wrong, tools made from it last forever
but once you make them, those ingots don't do anything else until faaar into the future
Thenes will be reworked to fit this
oh that looks promising
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
my counter argument was that nether fortresses and strongholds are less varied than RLDs
but given the amount of time they spent exploring down there, i can see their point
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
I hope to make the dungeons unique from biome, im reworkin the rooms
And size as well
And try to add custom mob spawners
And maybe back-port filters
oh i don't doubt it's utility, there's just no pig iron in the loot table as is, and making it requires a smeltery and getting blood in it somehow
If there was any good tool to turn a build into code
I would make a bunch of custom rooms
But it seems like you have to manually code in all the builds
damn that sucks
Rooms with 1 spawner and 1 chest
That too
Schematica at least saves builds in some form. Not sure how useful the data is gonna be or if it needs a parser to be human readable. Haven't worked with it.
Maybe that could be worth looking into.
It would just be annoying but possible so ill do it later
If this can be automated id make like 20 custom rooms
it probably could ^^
@stray gyro thanks for the detailed breakdown and helpful suggestions!
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
but i think these dungeons should be balanced around late Stone Age => early LV
i must of spelt the ztone block incorrectly
bc aurora should be spawning
ill add some spawn eggs to rare junk
Yeah by the way I noticed the Aurora block was way more likely than others
I assume that might have been for testing but otherwise not intended?
wait they do spawn
nvm im trolling, they should be more common
but i can tone it down a bit
because aurora is used to make all ztone
Not all of them
Perfect
ok that should be all
ill test it, but unless you did somethign to the code, order does matter for inheriting things
It doesn't.
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.
If you can show me a counter-example where it doesn't work I'll definitely fix that
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
my counter example is that it breaks
both i did /rouguelike dungeon here dungeon_forest
the 2nd time i renamed the files
the new loot pool thing works though
Okay so you're saying with the current branch that command will result in the wrong dungeon? I'll test it and fix it asap.
Glad to hear it!
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
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.
Roguelike Changes Part 1 Adding Snow biome dungeon: The non forested snow biomes have nothing in them and are barren wastelands with no trees, or many structures. so, they should get a roguelike dungeon like how deserts have roguelike dungeons. It can have a different enough theme from the ot...
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
It would be strange as they go downwards
And you would see all the rooms
Below the island
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
It would prob work
And it wouldn't need to be wider as it goes deeper either
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
There's always a way.
You just have to code it.
That being said, their custom building system seems pretty reasonable to use.
Yeah
I think the major thing is the reward room
What custom rooms would yall want
I think witch spawner room would be good
And determining what you have to do to get the reward
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
Slime room
Youd need atleast 1 slime room for a slime dungeon
You could just make a normal room but with the theme having floor of slime
Should we have a TNT dungeon, with walls made of TNT?
Give it the rarest loot.
Yeah, somehow they get me every single time.
I don’t think there are any suitable enemies for the reward room
As like a miniboss fight
We have, like, sooooo many freaking modded enemies normal players never see
I'm not afraid of tapping magic mod custom enemies
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
I want to partially replace inferno mobs with minibosses and mob varients as well but that is besides the point right now
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
Like the trial chambers kinda
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
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
I think it needs a player input before it spawns enemies
So i think one that auto spawns waves would fit the dungeon better
From the wiki it triggers from line of sight and a minimal distance
That might be the ominous one that needs player input
Probably, and that one would work for the reward room
In fact we could use those in the reward room first
Has any of this been considered yet in efr
https://github.com/Roadhog360/Et-Futurum-Requiem/issues doesn't look like it
We can open an issue and probably we'll need to do it ourselves
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
Asking over in https://discord.gg/8dx5dSYS
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
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
majority of the blocks
are gona be based off the theme file
like the primary block
stair
pillar
secondary block
etc
Ah right
That makes sense
This looks a bit more wizard than witch I think
Witch is more the look of the swamp tower
i guess a cauldrun would fit
That's fairly witchy
ok figured out how to add rooms, time to use my python drawning skills
ill never understand why minecraft the y axis the vertical axis
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.
Ok, ill make rooms that fit this list of themes
Like a kitchenette for the forest and ice theme
kitchenette room design
It is a nice room that contains hoppers
like the smith room
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
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
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
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
The core mod has access to any feature of RLD we want to make accessible, plus access to every modded block and entity
If you'll have a code API anyway it's always easier to use that then try to define stuff in 2 steps
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
Yeah it was very useful in creating the loot pools
btw it also copies all the data string into the clipboard
Good to know!
Also enchanted books are poorly specified. They use "type" instead of "name".
dungeon name order fix is ready for review: https://github.com/GTNewHorizons/Roguelike-Dungeons/pull/7
You can use it already when working on the loot pool PR
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\
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?
yes
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
Not sure if the dungeon config is working right now
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
Which file
Ill redo enchant, i just used what was in the demo file
But im pretty sure it doesn’t exist
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
The ones without I’m pretty sure use default, unless i forgot to add in the rooms
I didn't change it myself as I figured you'd know whether it was an oversight or expected
I didn’t change mesa because it does not spawn
Because there are no mesas in worldgen
Eh, fair enough
I didn't remember exactly which one was missing what
Jungle uses the defalt rooms, and plains and forest use default segments
Roguelike dungeon loot rework
Thank freaking goodness
Only took until it was finished
Should I ask anyone in particular for an AOI of other rougleike features
and is there anything left for the innitial PR
also I fixed this
Wonderful, thanks!
I think @harsh scaffold might be able to help us start an AOI for Roguelike Dungeons structure changes based on https://docs.google.com/document/d/1mocQjOAz3eqM3ABk3ohwiP7sSasHn_bDJQ687Wcx1mM/edit?tab=t.0 . That being said I'm not sure whether we should open it right now or wait until after 2.8 so there's more dev bandwidth to participate in it. We can definitely open it now to get some community participating if we make clear it'll target 2.9
It cant be done in a week so it would definitely be 2.9
sure, i can get something together from that later tonight
did the prs for this merge or are they still open?
There's a PR open for RLD here: https://github.com/GTNewHorizons/Roguelike-Dungeons/pull/7
After that I'll do a final review & cleanup of the main PR that actually adds the new loot
I'm fixing the config. Removing this loot entry because I can't figure out what it should be:
BuildCraft|Factory:mover
PR finally approved!
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/pull/19542
changes roguelike dungeon loot among other things
Planned and discussed in https://discord.com/channels/181078474394566657/1340286528693207060
Depends on GTNewHorizons/Roguelike-Dungeons#5
Great work putting it all together
Lets go
Also since the pr is approved
Can i add to the master branch
Without affecting nightlies
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
ok
@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 ?
Reward loot does not spawn
As it is attached to the reeard room
And there are no custom rooms
#beta-testing message
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
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
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)
anything is possible. super impractical though, there frankly isnt a feasible achievement system that exists as stands
Whar does this mean
yeah the current achievement system would probably have to be reworked like modern mc, where you get the achievement by just having the item instead of literally picking up the item off the ground (how it is now)
cuz otherwise achievement registration is really inconsistent
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
what if RLD's had stone/steam tier lootbag tables like lootgames, and TF loot had lv lootbag tables, moon dungeons had hv, etc
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
alright, lootbag-similar-tables
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
most notably, dungeons are infinitely grindable while lootbags are highly limited
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
you won't run out of lootbags if you're using fortune on them like you should
and anyways most of the stuff is kinda useless past a certain point
why should high tier players be incentivized to explore instead of automating?
https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/22431 Should dungron have some tools that cannot be crafted normally (but player can make a better one)?
i dont really see any problem with that
some unique loot from dungeons could be a cool idea in general, like kitchen tools that actually cant break or have some crazy durability
we have unbreakable kitchen tools, but hteyre stinless gated
Put them in the dungeons xdd