If the changelog states any changes the config, delete your old DT config before complaining.
Intro & Description
Dungeon Tactics is a gameplay focused mod. Adding new types of melee weapons, new ranged weapons, and new tiers of armour and tools. Aswell as craftable traps to help you defend your base. Along with Towers and randomly generated Dungeons. All that and some other fun things.
- If you have a suggestion, or wish to share anything related to the mod, feel free to do so on the Minecraft Forum thread found HERE -
I have tried to keep it in the feel of Minecraft, rather than attempt to change the game on a large scale, but add some new ways to play. This is not and end-game mod, but aims to add variety to the game.
I aim to make sure things work as intended before adding anything new, so please report any bugs you find.
As a fan of RogueLike games, I'm not going to tell you much of how things work. You'll just have to work it out for yourself. But I will give a couple of hints:
- I have kept controls simple, so experiment with vanilla inputs (right-click, sneak, etc.)
- The slingshot uses several different ammo types, so experiment with things you think a slingshot could shoot.
- The new armours make up for their lower physical defence in other ways.
-This list is pretty long now, have fun scrolling-
Various melee weapons of all material types (plus some for materials added by other mods)
Hammers, Cutlass', Knives and Cestus' have right-click abilities (requires a Mastery Tome)
Battleaxes and Vanilla Axes have a chance to drop the target's head (works on vanilla mobs and players)
Glaive has extended reach
Shields in all supported materials - right-click to block, or righ-click on an entity to shield bash
Studded Leather armour - More durable than leather, with armour toughness
Gilded and Jewelled armour - Iron/diamond level defence respectively with the enchantability of gold and more magic defence.
Weapon Imbuement - Poison your blades with flowers by throwing them in a cauldron
Slingshot - uses various ammo types, such as seeds and small rocks
Thrown grenades - can also be dispensed (Explosive, Fire, Teleporting, and Cryo) - you need a flint and steel, to light the fuse, to throw them.
Potshot - uses PotShot Ammo, projectile effect based on enchantments
Heart drops - drops from creatures and hostiles, heals a small amount when picked up. Can be bottled and crafted into Heart of Gold for semi-permanent absorption hearts.
Unique Items - Non-craftable 'legendary' loot. These items are rare to find, but carry more interesting effects than typical equipment - can be repaired with bottled experience.
Magic Tether - sneak+use to teleport to your bed
Bone Charms - remove stated debuff when used - can be right-clicked or used similarly to Trinket
Trinket Rings - When enchanted and activated, they grant the user a variety of abilities, at the cost of hunger (activated with a keybind, needs to be in one of the first four slots of inventory)
Phylactery - will consume itself to save you from death - requires some XP levels - dropped by WitherBoss
Bag of Hoarding - portable Ender Chest
Duct Tape - Repairs the item in your other hand, requires 1 experience per use - The 'Duct-taped' enchant is just a visual representation and is removed when the item is repaired at an anvil.
Hammers - Although intended for combat, hammers can be used to crush cobble into gravel, and gravel into some common resources
Portable Tunnelling Device - Mines in a 3x3x1 (sneak to mine 1x1x1) - right-click blocks to tunnel (requires Gunpowder) - place in dispenser (with Sonic Boom enchant) for ghetto block breaker
Piston Glove - It's a portable piston - only moves one block, by design.
Wrench - used to rotate blocks, such as pistons or fans - good for picking up redstone stuff and rails.
Mastery Tome - Each one allows you to use one of a variety of weapon abilities (use the appropriate weapon with a tome in your inventory or off hand - some tome require you to use your weapon on a target, others do not)
Engineers Doorag & Dungarees - nullify the effects of traps to make building with them easier, not great as armour.
Rocket Pants - Requires Gunpowder (activated with keybind)
Flight Goggles - Allows better control of Rocket Pants (hold keybind) - For best result, wear Elytra
Bounce Boots - Bouncy Bouncy, Oh such a good time, Bouncy Bouncy, Shoes all in a line
Battle Harness - More effective than it seems, sometimes
Obsidian Bricks - can be moved by pistons.
Dungeon Glass - Generates in Towers, blocks most light.
Wither Web - It's like a net... That wants to kill you
Powered Bars - Don't pee on it
Fan Block - Pushes entities, extinguishes fires, and blows away dust - stronger push if there is another fan behind
Flamer Block - Deals fire damage based on distance to entities within range - can light fires, heat furnaces, brewing stands, and cauldrons, and ignite explosives
Barrel - 9 slot container that you can drop items directly into - just about the right size for a chicken
Powder Keg - Highly flammable, highly fun
Trap Plates - Various effects, pretty obvious by name - or you can step on it to find out what it does
Guardian Alter - Non-craftable, spawns atop towers - use to spawn the Tower Guardian
Alchemy and Magic:
Alchemical Cauldron - used for crafting certain items (read the dungeonpedia alchemy volume in game) - make sure to light a fire below it, add the ingredients (and water if needed) and tap the cauldron with a spoon (spade), or you can put flowers in it and dip your weapon of choice to coat it in poison - can also hold lava
Cherry Bombs - Found on bushes above ground
Incindiberries - Found on bushes below ground
Glowcurrent - Found on bushes in the nether
Berries can be eaten, dispensed, or used as Slingshot ammo, they are also used to craft certain resources in a cauldron
Magic Powder - drops from witches and evokers or crafted in a cauldron, used as reagent for casting all spell scrolls
Magic Pouch - allows you to hold a lot more magic powder
Magic Scroll - Enchant it at an enchanting table - right-click to normal use, sneak+right-click to secondary use - most effects will do something slightly different on secondary use, such as ignoring other players
Mage Affinity enchantment - each piece of armour enchanted with Mage Affinity will reduce the cast cost of spells
Tower Guardian - Deals additional magic damage at higher difficulties - Place a skull on the alter, after a moment, the arena will be spawned, where you will fight the Tower Guardian
Flowers - Not just pretty, spread like mushrooms
Mob Towers - Generated in Overworld and Nether
Randomly generated Dungeons - Generated in Overworld and Nether (these are still being worked on)
Nether Gold Ore - it's where the Pigmen get all their sweet loots
Overworld Quartz - it's Quartz ore, but in the Overworld - rarer spawn chance than Nether Quartz
End Diamond - Diamond Ore that spawns in The End, somewhat common
End Lapis - Lapis Ore that spawns in The End, somewhat common
Potion Fish - Intended as an early game alternative to potions
Milk Bottles - stackable milk, because buckets are a pain
Food Rations - Crafted from rotten flesh, making it a more viable food source - Standard Ration can still make you sick - Iron Ration has a high chance to give resistance - Gold Ration has a high chance to restore some health.
Spidereye Soup - Has a chance to give a random effect (based on effects Spiders can spawn with), can also poison you
Loot Bags - Drops a catagory of loot - uses json loot tables for customisability
Ore Clusters - Allows for fortune on Iron and Gold (aswell as some ores added by other mods) automatically assigns smelting output, but this can be overridden or disabled in the config.
Iron Cahin Links - allows crafting of Chainmail Armour.
Gilded material - adds the enchantability of gold to Iron.
Jewelled material - adds the enchantability of gold to Diamond.
Cryo effect increase all damage taken for a short time. This effect stacks. (I usually pair the effect with slowness too)
Smelting enchantment - smelt as you mine
Berserking enchantment - deal up to 5 bonus damage when wearing less armour
Runed enchantment - converts a portion of physical damage into magical damage
Life Steal enchantment - as the name suggests, causes you to toot rainbows...
Cake can be picked up (mined) if it has not been eaten.
Invisibility removes armour - this can be disabled in the config
Creeper chains - it's like a daisy chain, but explosions (can be disabled in the config)
Bonemeal can now be used to grow Cactus, Sugarcane, Netherwart, and Chorus Flowers, as well as produce Pumpkins and Melons from their respective stems, and spread Mushrooms on Mycelium
I have added some of my items to chest loot
My mob drops respect the doMobLoot gamerule
My explosions respect the mobGreifing gamerule
My structures respect the world settings
Right-clicking a carpet, slab, stair, pressureplate, or trapplate with an empty hand, you will sit on the block.
Right-clicking a ladder will 'quick-climb' (teleport) you to the top or bottom (opposite of the end you clicked).
Dispensers can use weapons, shear sheep, milk cows, and fill/empty cauldrons
You can now swap equipped armour by right-clicking with an armour piece in hand.
These features can be disabled in the config.
Side note, the information book(s) is deliberately obtuse - if you have actually read this description, consider yourself in on the joke.
Improvements to structures
More weapons and traps
Other fun things
Hit the jump for my Twitter for the odd post about what I am working on, or make suggestions for the mod... And other nonsense: JUMP PAD
If you think you have found a bug or issue, make sure you are using the latest version and have read the description BEFORE sending me a bug report.
I am regularly tweaking and balancing, as well as trying new ideas, so check back from time to time.
I am also welcome to your suggestions.