Doomlike Dungeons
This mod will add dungeons meant to resemble levels from retro "2 1/2d" first-person shooters and RPGs, and was inspired by earlier dungeons mods and by Oblige (especially version 3.57), a random level generator for Doom. The goal is to create interesting, tactically challenging, and highly varied multi-room dungeons that are fun to explore and rewarding to conquer.
See Minecraft Forum page for more information: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293843-doomlike-dungeons
(There may however be a sequel or more heavy-weight {meaning, mobs, blocks, etc.} mod coming out sometime, though, depending and how I manage my time concerning other idea and real life.)
Note that in Minecraft 1.12.2 you may get some "Cascading Worldgen" warnings. This is the results of intended behavior; its a design flaw but not actually a bug. There is no cascading chain reaction.
This really is almost certainly the final version of this mod. There really isn't much in the way of new features I want to add to this now, but do hope to keep updating to new game versions -- even if I update to the next game version it will be with no new features (same mod version).
Mods the Support Doomlike Dungeons
These mods are known to add mobs to Doomlike Dungeons automatically:
Try them out if you want even more challenging dungeons! Especially with higher difficulty settings, the dungeons are limited by the difficulty range of vanilla mobs. Adding these mods will allow harder dungeons to reach their full potential.
A couple versions were apparently broken by Forge Gradle deleting code during compile -- there new 1.12.3 version fixes this (hopefully).
The enchanted and renamed weapons are totally unclear to me, could you please provide a better explonation? i checked the loot and it only spawns default items, but ingame it also has enchanted ones, what is this witchery?! (The nbt config doesnt have swords, but i found swords ingame enchanted)
In reply to totemhokem98133:
...the item these are applied to isn't shown here, the created NBT is added to the item in chests.cfg. The first item is a sword and the second is an OP pick, but these tags could be added to a stick and a apple if you wanted.
In reply to BlackJar72:
Five years ago this month Doomlike Dungeons was born, in a time when Mojang was still independent and the Minecraft EULA fit neatly on one screen. Just over a year earlier I'd started playing Minecraft, and though I'd been totally captivated for a couple months by six months I'd grown bored with vanilla survival. So I improved the game to my own tastes, and it seems others shared those tastes. At this point this mod is only gaining popularity.
Now, just over six years after I started playing it seems there is not much left that can keep my interest in Minecraft. This is not another "I'm quitting modding, this is dead" note, at least not a "quitting right now" note. I do hope to update to 1.13 ... but what about 1.14? I don't know. Having had two updates in two days done by two different people, I wonder, were I to leave the modding community, and sooner or later I will, I feel it is getting close to the end of my days in Mincraftia, I can't help wonder: When I do leave, would anyone pick-up? Would anyone takeover and continue (either of) my mods? Or would they just die, and fade into the Minecraft history? As my interests shift toward other projects, other ideas, and other parts of life, I can't help but wonder.
This seems pretty interesting. I'll be looking forward to seeing the dungeons.
In reply to orphanedpixel:
A JSON based system for adding NBT tags has been added by Hubry.
Is it possible to add items from other mods into the custom config ? (Trying to add custom swords)
In reply to EvoSock18804:
Now allows special loot files for specific dungeon themes.
Is that mod compatible with Dungeon Mobs: reborn??
Yes, though dungeons mobs spawners will be rare unless you set the dungeon difficulty to be really hard in the config. But with normal setting I have found some ghoul, cockatrice, etc., spawners.
EDIT: By Dungeon Mobs I mean Dungeon Mobs Reborn -- the only reason for the "Reborn" is that Curse won't allow two mods with the same name and GnomeWorks isn't around to add us to Dungeon Mobs.
Will download and see how it runs, Rogue dungeons seem to lag MC (with shaders).
Edit: Seems to run fairly well so far, likely because the dungeon is much simpler, but more interesting in design nevertheless. I am impressed
Can we get some updated screenshots like maybe 12 of them all different dungeon shots?
I could look into that. Yeah, the links to the old ones are all broken. Not that the dungeons have really changed with these updates -- they're all about NBT to name special items.
In reply to P3rf3ct_Zer0:
The new version prevents OP hoards of level 8 special loot from showing up in boss chests. While this does mean less treasure hoards, these were OP. It also means it's safe to configure loot to be a bit more generous without suddenly have stacks of diamond block, cheaty picks, and easy beacons.
i cant open the cfg files i want to make them to generate more often but the files wont open, so im not sure if your updates did this or if im stupid, :P honestly ive look for vids on this but there aren't any so ya. same thing for ruins, and chocolate quest they say u can but no one shows how ive just been looking for a 1.10.2 dungeon pack that could be common.