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Doomlike Dungeons

Doomlike Dungeons

by BlackJar72 • Downloads: 0 • Followers: 0
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Doomlike Dungeons Returns!

This mod will add dungeons meant to resemble levels from retro "2 1/2d" first-person shooters 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.

Doomlike Dungeons differs from most other dungeons and structure mods, in that it uses no prefabricated rooms or structures, but instead generates the entire dungeon, including all room geometry at run time. If yous see an enteresting room there is a good chance it is unique to your world, never seen by anyone else. Oh, and the dungeons are big -- they can be as much as 13 chunks accross, longer that the default render distance!

The mod can be highly configured using data packs, altering the dungeon themes, changing what mobs spawn (including mobs from other mods), and creating unique loot with NBT is all possible through the use of data packs.

Being stuck in 1.12.2 and believed a "dead" mod for years, Doomlike Dungeons is back for new Minecraft version and as thrilling as ever!

Mod Pack Permissions

This mod is open source, and you are allowed to use it in any mod pack. No need to ask, though if you do something cool with it I'm always happy to see.

Server Side Use

This mod can be used server side, like a plugin, if you like -- of course, its great in single player too, and it only makes since to just added to the mod pack if you are making it for your server.

Themes (modding the mod)

The ability to change how dungeons generate has been part of this mod from the earliest days. The still exist, but are now accessed through data packs instead of folders under the config. Hopefulling this will be more documented soon, though you can probably figure it out be unzipping the mod's jar and looking at the directory structure (the folders you get in Windows speak). Data packs replace the folders and the old API.

All Versions

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Name Game version Platforms Published Downloads Actions
1.12.2
Forge
5mo ago 1
1.20.1
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6mo ago 1
1.12.2
Forge
6mo ago 1
1.20.1
Forge
last yr. 1
1.19.4
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last yr. 1
1.19.x
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last yr. 1
1.20.1
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last yr. 1
1.19.4
Forge
last yr. 1
1.19.x
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.x
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.12.2
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.20.1
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last yr. 1
1.19.4
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.4
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last yr. 1
1.20.1
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last yr. 1
1.19.4
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last yr. 1
1.20.1
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last yr. 1
1.19.4
Forge
last yr. 1
Some changes to events.
Fixed spawner culling (again)
Fixed spawner culling (again)
The dungeons should no longer try to generate in the exact same location as the ones from Dungeon Crawl.
The dungeons should no longer try to generate in the exact same location as the ones from Dungeon Crawl.
The dungeons should no longer try to generate in the exact same location as the ones from Dungeon Crawl.
Fixed a bug where it would try to put loot into a non-chest, resulting in a crash (probably caused by the new world gen code replacing the chest upon placement).
Fixed a bug where it would try to put loot into a non-chest, resulting in a crash (probably caused by the new world gen code replacing the chest upon placement).
Fixed a bug where it would try to put loot into a non-chest, resulting in a crash (probably caused by the new world gen code replacing the chest upon placement).
  • Added away to append mobs (and even blocks) to themes without overwriting them, so data packs based on several other mods can be used at once

  • The Lordranian Crystal Sword is now based on a golden sword instead of a stone sword (more fitting ot the concept).

  • Added a config option that allows "degenerate" building (merging with caves and other empty spaces) to be turned off without using a data pack to change all the themes

(This will most likely be the version that gets ported to 1.21, when I'm ready, but will probably not be back ported because I need a break.)
Backported from latest 1.19.4 version for use in packs with mods still on 1.19.2 -- all the same features as current in 1.19.4 and 1.20.1.
Fixed snow layers being placed instead of snow blocks (this should not break anything as it was a direct replacement of just one block).

Fixed some swords being too OP because of misunderstanding how the attribute system worked and interacted with enchantments.

Added some more special Easter egg items.
Fixed snow layers being placed instead of snow blocks (this should not break anything as it was a direct replacement of just one block).

Fixed some swords being too OP because of misunderstanding how the attribute system worked and interacted with enchantments.

Added some more special Easter egg items.
Fixed some broken special loot (minor changes):

  • Warrior's Red Rose is less OP.
  • Vest of Giant Strength now simply give no armor (as was intended) instead of subtracting armor.
  • Corrected lore on the Iridium Hoe

(This should not break dungeons in worlds, as no themes or block palettes were changed.)
Fixed some broken special loot (minor changes):

  • Warrior's Red Rose is less OP.
  • Vest of Giant Strength now simply give no armor (as was intended) instead of subtracting armor.
  • Corrected lore on the Iridium Hoe

(This should not break dungeons in worlds, as no themes or block palettes were changed.)
Back ported improvements and bug fixes from recent versions:

  • Fixed previously unknown bug where the All Huge config option was not being used; instead the Announce Commands option was causing all dungeons to be huge.

  • Chests and spawners will now avoid overwriting each other during dungeon generation. (This was rare, but did happen and was previously ignored due to rarity).

  • Improvements were made to the way doorways are placed over liquids.

Mods using the deobf jar from the last version for accessing the API will still work; if you need this, just use the deobf jar from version 1.14.12. (If you are not making a mod integrated with this one, you do not need that file, and it will not work as a mod normally.)

Yes, the post 1.12.2 version have a different major version number, and this is still on "1," because of changes in file compatibility and general feature list.

Worlds with different data packs should no longer scramble each other's blocks (it is still not a good idea to change / add / remove data packs that alter theme blocks on a given world).

Nerfed some OP special loot items.
Worlds with different data packs should no longer scramble each other's blocks (it is still not a good idea to change / add / remove data packs that alter theme blocks on a given world).

Nerfed some OP special loot items.
  • Fixed an bug where fences were not connecting

  • Improved handling of block families in data packs

  • Added more custom loot
  • Fixed an bug where fences were not connecting

  • Improved handling of block families in data packs

  • Added more custom loot
  • Fixed an bug where fences were not connecting

  • Improved handling of block families in data packs

  • Added more custom loot

  • fix for rare crash caused by a spawner block being overwritten before the spawner entity is added.

  • Fixed some outdated block names in some themes which led to missing blocks.

  • Liquids should have proper block updates now, no more source blocks just sitting on platforms.

  • Entrances will now not be placed at the very edge of chunks (this was causing steps/ladder to be deleted by when the neighboring chunk generated and overwrote them -- that should hopefully not happen any more).

  • Endermen have been removed from the swamp themed dungeons (they don't like it in there with all the water).

  • Some fields that are no longer used were removed from all themes.

_(Sorry about all the updates and releases that should be betas -- testing is literally just me playing the game and.)_

  • fix for rare crash caused by a spawner block being overwritten before the spawner entity is added.

  • Fixed some outdated block names in some themes which led to missing blocks.

  • Liquids should have proper block updates now, no more source blocks just sitting on platforms.

  • Entrances will now not be placed at the very edge of chunks (this was causing steps/ladder to be deleted by when the neighboring chunk generated and overwrote them -- that should hopefully not happen any more).

  • Endermen have been removed from the swamp themed dungeons (they don't like it in there with all the water).

  • Some fields that are no longer used were removed from all themes.

_(Sorry about all the updates and releases that should be betas -- testing is literally just me playing the game and.)_

Fixed a bug where trying to replace a theme using a datapack woud duplicated it instead.
Fixed a bug where trying to replace a theme using a datapack woud duplicated it instead.
Fixed one bad theme.

(Done for now, I'm sure, until I do 1.21.)
Fixed on bad theme.
Tweaks:

  • Improvements to doorways over liquids
  • Improved mob tables to be more balanced

(Note: Dungeons that have been planned (built or not) will have their mobs already selected.)
Tweaks:

  • Improvements to doorways over liquids
  • Improved mob tables to be more balanced

(Note: Dungeons that have been planned (built or not) will have their mobs already selected.)
The first release version since the 1.12.2 day -- some things have changed but the thrill of exploring and conquering these dungeons is as good as ever.

(Yes, its being update for both 1.19.4 and 1.20.1 at the same time in the same mod versions -- just as it was developed for 1.5.2 and 1.6.4 at the same time 11 years ago.)
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