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Releases: fnar/minecraft-roguelike

v2.2.0 Custom Chest Types Update

25 Nov 19:37
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LOOT_RULES

  • ✨Modifies the 'type' field to accept arbitrary strings
    This adds the ability to create custom treasure types. Whereas previous versions had strictly enumerated Chest Types (ARMOUR, BREWING, STARTER, etc), mod users can now specify any arbitrary string as the chest type (e.g. "foo", "techguns", "railcraft") to partition which chests will receive that loot. This requires however that some chest also specify that same chest type, which can be done in room configurations.

ROOMS

  • ✨Adds new field 'chestType' which specifies which Chest Type should be used when determining the loot when generating this room.
    This feature initially sought to give treasure control to the mod user on a per-room basis, but nicely complements the custom chest types. By specifying a custom chest type for a room, loot associated with that chest type is enabled to spawn.

v2.1.4 Parsing Patch

03 Sep 04:58
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  • Addresses the frequency of which "Unexpected error occurred" error messages happen, by improving parsing.

v2.1.3 Blended Loot Patch

14 May 02:15
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  • ❗ Changes the default loot back to Greymerk's original loot, which is progressive by level.
  • ✨ Changes up the "common" chests which occur in hallways (segments) and common rooms to include chest types of BLOCKS, EMPTY, FOOD, REWARD, and SUPPLIES, ultimately to get a larger variety, but also to make modded loot injected into vanilla Minecraft loot tables more prevalent.
  • ✨ Adds "Reward" rooms to the builtin dungeons, again a move to increase the prevalence of modded loot injections.
  • ✨Sets the default loot for REWARDS treasure chests to the following vanilla loot tables based on floor (previously they were unset and would be empty).
    • Level 0: minecraft:chests/simple_dungeon
    • Level 1: minecraft:chests/desert_pyramid
    • Level 2: minecraft:chests/jungle_temple
    • Level 3: minecraft:chests/nether_bridge
    • Level 4: minecraft:chests/end_city_treasure
  • ✨ Adds a new spawn criteria, dimensions, which determines which dimensions a given dungeon can spawn into.

v2.1.2 Empty Dungeons Patch

28 Apr 06:13
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  • 🔧Fixes an issue where dungeons would spawn naturally empty. This was caused because some "supportive" builtin settings, such as rooms, spawners, or loot tables, were not getting filtered out when selecting a builtin dungeon. Empty dungeons should have not affected users who supplied custom dungeon settings, or set the random configuration to true.

v2.1.1 Weird Build Patch

09 Apr 06:17
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This patch update is in response to issue #8.

v2.1.0 Modded Loot Update

08 Apr 07:32
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  • ❗ Changes default loot table for all dungeon chests to use the minecraft:chests/simple_dungeon loot table. This is because I expect most mods will add their loot to minecraft:chests/simple_dungeon. Simple integration with modded loot was by far the most requested feature.
  • It is easy to revert to previous behaviour, where Greymerk's loot is generated into dungeons and dungeon loot is progressively more valuable, but very vanilla, simply by adding a new configuration that looks like this:
{
  "name": "builtin:loot",
  "inherit": ["greymerk:loot"]
}
  • Please give me feedback on if this works/does not work with your modpack.

v2.0.0 Rooms update

04 Apr 06:22
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  • ✨ Rooms have a new property, spawnerId
    • spawnerId refers to a DungeonSetting with a spawner.
    • Rooms with a spawnerId will use that spawner settings for creating their spawners
    • This enables rooms to customise which mobs appear on a per-room basis. Two rooms of the same type can have different mobs appear. Additionally, any mob can now spawn in any room without affecting other rooms of the same spawner "type".
  • ❗ Rooms property type has been renamed to frequency
  • ❗ Rooms property name has been renamed to type
  • ❗ Renamed room previously named "NETHERFORT" to "FORTRESS"
  • ❗ Spawner property type has been removed
    • This is because the spawn potentials can explicitly specify which mobs should spawn
  • ❗ Undone "exclusive" behaviour -- non-exclusive settings (inclusive?) would be spammily applied to all other settings to "decorate" them, while exclusive settings were eligible to spawn naturally. This meant that all exclusive dungeons would receive ALL inclusive settings, and any exclusive settings could appear randomly. To promote decomposition of settings and composability of dungeons, this feature was dropped. Exclusive dungeons are still eligible to generate, while non-exclusive settings must be manually inherited to "decorate" a dungeon.