#Roguelike Dungeon Structure Improvements

1 messages · Page 1 of 1 (latest)

rare ledge
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Rework roguelike dungeon structures in a few key ways to make them more interesting and varied to explore.
Starting ideas:

  • Add new biomes that the dungeons can spawn in, and fix oddities in biome placement for existing roguelike dungeons
  • Enhance the "themes" of dungeons to offer much more variety depending on where the dungeon spawned. Many unused themes exist, and new ones could also be made
  • Add new rooms that cater to the theme more heavily. New rooms and unused rooms could be used
  • Potentially support other dimensions as well

Full info: https://docs.google.com/document/d/1mocQjOAz3eqM3ABk3ohwiP7sSasHn_bDJQ687Wcx1mM/edit?tab=t.0

This is NOT planned for GTNH 2.8, instead targeting 2.9. Please feel free to discuss any new ideas or enhancements to existing ideas

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@fierce ocean

red ginkgo
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That End themed dungeon will be perfect for shulkers

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Nerf idea: Surround dungeons with dungeon walls that are unbreakable

sand smelt
fierce ocean
rare ledge
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sorry for the delay, still settling in from the move

red ginkgo
fierce ocean
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@wintry dagger

sand smelt
red ginkgo
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that would be up to discussion

wintry dagger
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I think a vex like mob

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Would stop cheese

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And be non intrusive

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The vanilla anti cheese method

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Essentially a mob that can hit through blocks or move through blocks

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On the lower levels

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I think the less intrusive option is better

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Even if it is slightly worse anti cheese

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It doesnt have to be as fast and annoying as the vex

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But a slower ghost mob

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Or mob that can break blocks

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I would be very annoyed if the build im doing gets cut off by a bedrock roguleike dungeon build

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Another thing is being able to see the surrounding cave while your inside is nice

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Find ore veins/geodes while exploring

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Or other vanilla dungeons

novel olive
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Is there actually much benefit to an anticheese box here? If you really want to cheese there's vanilla bedrock breaking techniques that would be available.

fierce ocean
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The main idea is the less cheese-friendly the dungeons are, the more they can have interesting loot.

sand smelt
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dark oak for example is beyond simple

sand smelt
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like, TF gets lv loot, end gets mv/hv, Moon gets hv, etc.

fierce ocean
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That's definitely part of the solution yes

wintry dagger
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I think the current loot for overworld is fine to cheese

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It intentionally does not contain much progression items

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Also the trial spawner thing works

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For anti cheese

fierce ocean
wintry dagger
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Adding the snow dungeon is easy

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So ill do a pr for that

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And looks cool

potent geode
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An improvement I see from gt6 is that, with gt6, loots are not generated until opened, and if player mines them up without looting the chest, the chest has an nbt of what kind of loot it has, for example:"lich tower loot 1" and player can get it back home to open them, I love this change and hope we can implement this into dungeons, lootgames, twilight, and maybe other places.

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And opening chest also gives some xp, which is nice

wintry dagger
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part of exploration is inventory management

potent geode
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TooTroll sure

sand smelt
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theres also a mod, im not sure which, in modern versions which has an instance of loot per player

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and each palyer cna loot it once

wintry dagger
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lootr

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if the trial spawners get implemented

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it would work similarly

wintry dagger
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tried to add a new dungeon

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and got a crash on world creation

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it might be the syntax error in dungeon ice

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but even then it never crashed when there was a syntax error before

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yeah it is fixed

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when i fixed the config, but it never crashed when the json was incorrect in earlier versions

fierce ocean
wintry dagger
fierce ocean
fierce ocean
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@wintry dagger Let's make it a standard that when making a RLD PR that adds a new dungeon type, we should attach a seed to that PR that proves the dungeon does spawn

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I'm spending a lot of review time just trying to find one in the wilds

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Oh wow I didn't know the Nature's Compass let you teleport to arbitrary biomes, handy for testing.

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okay got one for snow dungeon:
seed: 8
x: 1677, z: -718, y: 71

fierce ocean
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By the way @wintry dagger I would strongly encourage you to give your commits proper name that reflect the changes you're making in them.

wintry dagger
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Ok

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Ill add some better custom themes

fierce ocean
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Awesome.

Probably not in scope for 2.8 but I wonder if we could make some ice mobs spawn there

sand smelt
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like maze crabs/armour knights/living armour spirit things in TF

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and wither skeletons

wintry dagger
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You can override the spawners

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In the dungeon configs

abstract bear
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How is this going? Since some players are finding out shulkers doesn't spawn anywhere and well it was discussed in here to add them into dungeons

wintry dagger
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been workin on other projects recently

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i might start this back up in a bit

primal nacelle
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just my 2 cents ❤️

wintry dagger
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i wouldnt consider

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shulkers to be a very annoying enemy

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especially in low cieling dungeons

wintry dagger
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alright ill start working on this again soon

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i think the biome changes are quick and make sense

primal nacelle
wintry dagger
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ok figured out how to add modded blocks to custom rooms without disturbing other rooms

wintry dagger
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just gona improve each dungeon 1 at a time, starting with forest
1st floor:
Theme: Carpeted house with wooded walls
Rooms:
Bteam room
Kitchenete room
bedroom

2nd floor:
Theme: Modern style house with hempcrete walls
library
bathroom
pool table room

3rd floor:
theme: Complete basement
storage room
utility room
bathroom

4th floor:
theme: incomplete basement
lab
crypts
ossuary

5th floor:
theme: backrooms
long hallways
netherfort
slime
music

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now time to go through the long process of making custom rooms

wintry dagger
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if anyone has good mob ideas for spawners

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that would be nice

abstract bear
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TForest mobs ( there are many skeletons), Futurum husk, it could be nice to have dirt/gravel creepers in dungeons, if it explode they are going to be very annoying

primal nacelle
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bedrock all of the underground structures so people can't dig around them muhaha??? nah I will keep removing the mod instead 😛

wintry dagger
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Dont want to disrupt the world so dont want to add unbreakable blocks

abstract bear
sand smelt
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unbreakable blocks arent even a fix, considering how many ways there are to phase trhough blocks

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especialy if you ahve the inviniciblity ring on and dont have to worry about suffocation

idle wyvern
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Trying to locate chests and phasing through walls/breaking bedrock doesnt require pretty much the same efforth a few torch runs after setting your spawn near the dungeon do?

low ermine
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bteam room? like decade ago bteam from the mindcrack trial?

wintry dagger
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Hmm

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the issue i am seeing is dungeons are op with one ring

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and useless without

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it is literaly impossible to beat rld without cheese

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something is more important than structure changes

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no matter what structure changes i do

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rld will be bad as long as infernal mobs exist in the dungeon

low ermine
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speed potion and torch spam is usually sufficient in my experience
and/or strategic tunnelling
likelihood of an infernal also being fireproof is p low, so lava gloves can do fine

wintry dagger
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yeah the only way to beat it is to cheese

low ermine
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the problem imo is infernal mobs themselves, bc... cheese is all, exaclt

wintry dagger
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yeah infernal mobs is the problem

low ermine
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can you take a hit from a zombie or does it have armor pen plus strength.
can you be seen by a mob or is it going to suffocate you.
things like this are... annoying, and not particularly engaging

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Its funny. mobs can be basically solved as early as day 1 if you get a bed, moreso with creosote. OP swords and crossbows are mainstays of most players.

but straight up engaging in a fight is so discouraged by the mechanics provided that cheese dominates
im even in favor of mobs still ruining our day earlygame thats part of the fabric of the game by now, just...

now that engaging with the dungeons sincerely is becoming more fun the other flaws are more apparent?

(sidenote: the Mighty Zombie Pigman is a thing to be feared. RIP hardcore runs 2 and 7.
i wish thaumcraft bosses were more apparent from range.)

wintry dagger
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I think they should atleast not be abled to be spawned it by mob spawner

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as both rld and lich tower

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greatly suffer bc of that

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or just make custom entities

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that cant be inferno

idle wyvern
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I wonder if adding other kind of threats in roguelike dungeons could be a solution

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es: adding a gun turret to a floor 4 treasure room actived by a redstone signal

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this would solve the torch cheese problem but could still be cheesed by tunneling above or under it

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traps in general are bad design in minecraft as long as you can just dig them out

atomic fractal
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Worldgen in general has been really bothering me for months, so I decided to make a proof-of-concept for a declarative structure generator. This one is a (badly made kekw) tower with a variable number of staircases down, though I could've done anything.

This might be useful if anyone wants to make their own dungeons, though it'll need a lot of polish to make it production ready.

If I have time I want to make a terrain sculptor that will automatically fix the stupid terrain around structures by flattening it out and getting rid of other worldgen features like trees.

https://github.com/RecursivePineapple/MagicMod/blob/master/src/main/java/magicmod/common/worldgen/structure/test/TestStructurePieceGenerator.java

https://github.com/RecursivePineapple/MagicMod/blob/master/src/main/resources/assets/magicmod/structures/dungeon/stone-brick-tower.json
https://github.com/RecursivePineapple/MagicMod/blob/master/src/main/resources/assets/magicmod/structures/dungeon/stone-brick-stairs.json

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Ideally I'd also integrate it with the block state system I made for the matter manipulator, but I'd only bother doing that if I was going to implement this seriously

wintry dagger
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Interesting

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It would take a lota effort to port every rld feature to this

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But would probably make new room creation slightly easier

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Roguelike dungeon can prob be modified to create most types of desirable dungeon structures

atomic fractal
wintry dagger
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is there any features for modded blocks, loot, or connected structures, like a village

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might allow for some cool space worldgen

atomic fractal
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I haven't added loot chests but those would be pretty easy to add, I'd either have to add a hook for when a block is placed or add a field in the block palette for it. Maybe a combination of the two.

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You can already use modded blocks, it just stores the block with its ID and its meta. I'm not sure what you mean by connected structures.

wintry dagger
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like a cluster of structures

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liek a village is a cluster of village houses

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uless vilages are randomized in some other way

atomic fractal
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Doing a village the same way that vanilla does it would be tricky because it doesn't use prefabs, but you could make some road pieces and house pieces with the proper sockets and it should just work.

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Each piece in this system is just a collection of blocks with some connector points. It'll stitch pieces together based on whether the connector points match. To limit the size there's a budget system, so you'd make a village-size budget category with a random amount initially and each road/house would consume some of the budget.

wintry dagger
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ok

wintry dagger
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I think some planets can be improved with this but deserves a different aoi

wintry dagger
atomic fractal
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This is the main way you create structure pieces. It won't add sockets or budget operations, but it'll generate everything else. It'll print the path where the files are, but it's under the minecraft working directory in a folder called structure-pieces.
You just copy these files into somewhere in the resources folder and put the full resource path in the load call (it has to be in the same jar as the world generator because it isn't an MC resource, it's loaded from the jar directly).
For now I'd just write everything in this mod and add GC deps, but I can pull the generator code out into another mod later. Or you can copy it, it's pretty self-contained.
https://github.com/RecursivePineapple/MagicMod/blob/master/src/main/java/magicmod/common/worldgen/structure/core/StructurePieceCommand.java

GitHub

Demo for GTNH's new custom magic mod. Contribute to RecursivePineapple/MagicMod development by creating an account on GitHub.

wintry dagger
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Has this worldgen structure thing been worked on