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Roguelike Dungeons

Roguelike Dungeons

by Greymerk • Downloads: 0 • Followers: 0
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What is Roguelike Dungeons

An old fashioned dungeon crawler hewn into the dirt and stone of the overworld.

Roguelike Dungeons aims to provide an alternative progression path to the early game, as well as something fun to do in the late game.

Try to enter a dungeon on your first day and don't leave until you've explored the entire structure. The loot and difficulty are designed to make this a rewarding experience.

History

Roguelike Dungeons started in MC release 1.6 (2013) as a project to enhance and build on the experience of the original Minecraft "box" style dungeons by linking rooms together with corridors and stairwells.

The design of these dungeons was inspired by the 404 Challenge, and Vechs' SuperHostile maps. Amnesia the Dark Descent inspired the tone and themes throughout.

The title comes from the genre of old dungeon crawlers by the same name.

Today Roguelike Dungeons is a whole ecosystem of forks and derived works (usually forge mods, and or packs) which extend it in ways that offer a variety of environments, custom mobs, configurable dungeons, or loot systems. Some mod packs have sprung up around these forks, but they are not my works, and I had nothing to do with them. This mod is the only true continuation of my original work.

Configuration and Commands

In game command

Roguelike Dungeons generate in the world naturally, however you can directly control the placement if you wish. The "roguelike" command can be used to generate a dungeon at the caller's position by typing

roguelike dungeon here

Game Rule

The "roguelikeDungeonsGenerate" Gamerule (defaults to true) can be used to disable natural generation. this is useful if you want to pregenerate a few dungeons, but then not have them anywhere else.

Config file

  • mob_drops: if set to false, mobs will drop no equipment when killed
  • frequency: a probability value providing a dice roll option to when dungeons will generate (0 to 1)
  • debug: information is sent to the server log when dungeons generate, also layout and loot statistics will be stored in the world debug directory
  • below_sea_level: the first floor of the dungeon will generate below sea level if true, or just below the surface of the tower if false
  • rooms_per_level: the number of random rooms (including corridor segments) that the layout will attempt to add per level
  • roguelike_loot: if set to false, the loot chests will rely entirely on user-defined vanilla loot tables, and will otherwise be empty. if set to true then normal "procedural" roguelike dungeons custom loot will be added to chests, but also any loot added via vanilla loot tables. the loot table definitions can be found using the loot command
    /loot give @a loot roguelike

    FAQ

    How do I find the dungeon? Does locate work?

    The locate command does not work because these dungeons are not generated as part of the vanilla structure system. You'll usually find them near villages, so locate those instead.

    Can I add this mod to an existing world?

    Yes. New dungeons will naturally spawn in new chunks. If you want to add a dungeon to old terrain you can do so using the "roguelike" command.

    What happens if I remove this mod?

    Nothing will break if you remove this mod after generating dungeons. Mob Spawners will no longer generate fancy mob equipment, and that's about it.

    Do players who join a multiplayer world need to have this mod installed?

    No. This mod is entirely vanilla compatible, and does not need to be installed on the client side.

    Can I add this mod to a modpack?

    Yes. Do whatever you like.

    Can I change the loot?

    Yes. if you just want to add some extra items to the pre-existing loot then try adding a datapack that provides roguelike dungeons loot tables. find them in game with the loot command

    /loot give @a loot roguelike

    I fill chests procedurally by default, and the vanilla style loot tables are empty, just for adding custom loot.

    Can I add my own rooms?

    No, this dungeon is generated procedurally. It's not possible to add content without changing the source code.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Fabric
16h ago 1
26.2
Fabric
16h ago 1
26.1.x
Fabric
16h ago 1
1.21.11
Fabric
16h ago 1
1.21.10
Fabric
16h ago 1
1.21.9
Fabric
16h ago 1
1.21.8
Fabric
16h ago 1
1.21.7
Fabric
16h ago 1
1.21.6
Fabric
16h ago 1
1.21.1
Fabric
16h ago 1
1.20.1
Fabric
16h ago 1
1.21.5
Fabric
16h ago 1
1.21.1
Fabric
16h ago 1
1.21.5
Fabric
16h ago 1
1.21.4
Fabric
16h ago 1
1.21.4
Fabric
16h ago 1
1.21.3
Fabric
16h ago 1
1.21
Fabric
16h ago 1
1.20.1
Fabric
16h ago 1
1.20.1
Fabric
16h ago 1
1.21
Fabric
16h ago 1
1.21
Fabric
16h ago 1
1.20.1
Fabric
16h ago 1
1.20.6
Fabric
16h ago 1
1.20.6
Fabric
16h ago 1
1.20.1
Fabric
16h ago 1
1.20.6
Fabric
16h ago 1
1.20.6
Fabric
16h ago 1
1.20.6
Fabric
16h ago 1
Update for Minecraft 26.3
  • Update to mc1.21.9
  • added copper equipment and loot
  • book shelves now have one guaranteed enchanted book
  • Library now has a 10% chance to generate
  • Update to 1.21.6
  • added Configuration for adjusting distance from towers to village center
  • added Configuration for dungeon seeds to be further randomized using system time
Backport of v2.1.0.
Significant changes to layout structure, many new rooms and features.
Backport of version v2.1.0. Significant changes to layout structure, many new rooms and features.
  • Significant change to dungeon layout and serialization
  • Multi-level rooms now interconnect
  • Rooms now have many more potential exits
  • "Spider webs" added to cobweb areas
  • dungeons now prefer to generate clustered beneath the tower
  • dungeon layout now dynamically determines sea level, world depth, etc
  • Fire type is now a level theme property instead of Y determined
  • Pit room added
  • Abyss room added
  • Balcony room added
  • Imperial stair room added
Apparently I forgot to upload this last summer. whoops!
  • Update to MC 1.21.5
  • Added config setting below_sea_level (default true) which limits levels to generate below sea level. if false, levels can start in mountains or in high elevation worlds.
  • fixed a bug causing mobs not to drop equipment
  • added pale garden flowers and blocks to loot

  • Update to 1.21.4
  • Added more ores to bottom floor
  • Rebalanced loot quality (Netherite and diamond equipment are more rare)
  • Changed village location to use dynamic registries, fixing issues with other structure mods
  • Ominous bottles appearing in chests now may have ranks
  • Netherite items are now far more rare
  • Added a set of empty loot tables for use in loot customization
  • Added roguelike-loot configuration (defaults to true) for disabling procedural treasure
  • Added Library Room
  • Added Smithing Room
  • Added Skull shelves
  • Changed many rooms to have a chance to spawn, rather than guaranteed

  • Backported Configurations
  • Backported loot tables
  • Fixed dungeons not generating in alternate overworld dimensions
  • Fixed dungeons not generating in alternate overworld dimensions
  • Added a secret room. It's a secret!
  • Added infestor skeleton variant
  • Removed cursed/treasure enchants from equipment
  • Overhauled prison room
  • Added configuration file
  • Added roguelike config sub-command
  • Explosive traps
  • Changes to enchanted book generation
  • Fixed issue where dungeons wouldn't spawn in badlands
  • Added layout feature to prevent overlap with trial chambers
  • Fixed a bug where enchanted books from shelves weren't useable.
  • Added prison cells
  • Added banquet room
  • Added Sculk room
  • Added giant fungus
  • Added soul fireplaces
  • added Brewing Room
  • added Panopticon Room
  • added Tall Plant decorations
  • added fireplace to kitchen
  • added Brewing Room
  • added Panopticon Room
  • added Tall Plant decorations
  • added fireplace to kitchen
  • Overhaul to dungeon layout algorithm
  • Added Sarcophagus to crypt rooms
  • Added Music Room
  • Added candles to stairways
  • Fixed many room flooding issues and leaks
Mostly addresses performance issues, loot balance, and needed worldgen tweaks

## Changes
  • Optimization of room spawn check
  • Loot re-balancing
  • Food chests now generate as barrels
  • Fixed chest orientation when generated
  • Implemented a new loot category for decorated pots
  • Fixed many small structural issues in dungeon generation

First publish of Roguelike Dungeons 2.0
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