A Rogue-like mod for Minecraft which introduces a fully playable Rogue-like dungeon dimension.
Dungeon Pack Guide:
Dungeon packs are made through a combination of config files and a datapack with structures.
(Example Pack)
Let's start with some basic rules of the dungeons. RogueCraft's dungeons are divided into grids of rooms 19 x 19 in size, with the edge blocks shared between any neighboring rooms. Rougecraft's Keystones use Minecraft functions to generate rooms, so anything achievable through a function should be possible to generate. Check out the Example Pack for an idea of how it works.
In the center of each grid at Y:118, once a room has been generated, there is a block called "room_active," which indicates if a room is active or not. It turns into a "room_deactive" block once the dungeon ends. Rooms can be larger than one grid if desired, but in that case, ensure to follow the grid format (e.g., 19x38) and manually place a "room_active" block in the center of the extended grid.
Now on to how to design a Dungeon Pack. Here is an example Dungeon Pack, where you can see how they're designed. The template provided has the namespace "testpack," and the basic rooms and boss rooms are named "level_1_room" and "level_1_boss_room" (excluding room number and direction). Therefore, what you enter under "Dungeon Pack" is: "testpack:level_1_room" for the regular rooms & "testpack:level_1_boss_room" for the boss rooms.
The Keystone generates 4 different rooms per direction (North, South, West & East), meaning you'll have to ensure your room generates correctly in these different directions by adjusting the placement in the function for each direction. The name for a function when creating it should follow this format: "testpack" for the namespace, "level_1_room" for the room set's name, which should be the same for all of them. After that, you HAVE to add "__" at the end for the mod to know what function to get at what time. The name for the functions should then be: "testpack:level_1_room__" (Example: "testpack:level_1_room_2_south" or "testpack:level_1_boss_room_1_south" for the boss rooms).
(This image shows the Grid Layout and where/how the "room_active" & "room_deactive" blocks are placed)
Supported Versions:
1.7.10: N/A: None
1.12.2: N/A: None
1.14.4: N/A: None
1.15.2: N/A: None
1.16.5: N/A: None
1.17.1: N/A: None
1.18.2: LTS: "Long Term Support"
1.19.2: LTS: "Long Term Support"
1.19.4: STS: "Short Term Support"
1.20.1: LTS: "Long Term Support"
Please note that this is the plan, but things may change over time!
+ The Key Fragment auto-crafting system now checks for stacks bigger than 2 as well
+ Right-clicking with an empty Needle now converts it in to a Throwable Needle
+ Gave all of the Dungeon entities names on spawn so that they don't despawn
+ Made the "Dungeon Iron Axe" indestructible but nerfed it slightly
+ Some Dungeon mobs in some cases didn't have their weapons so I manually added them
+ Fixed a bug where the Dungeon wouldn't be reset when exiting through the Level 5 Exit Portal
+ Now you only get teleported to the Overworld if you were inside of the Dungeon
+ You're now put in to the GameMode you entered the Dungeon in when exiting
+ When exiting the Dungeon the player is now returned to their spawn location instead of the worldspawn
+ The Key Fragment auto-crafting system now checks for stacks bigger than 2 as well
+ Right-clicking with an empty Needle now converts it in to a Throwable Needle
+ Gave all of the Dungeon entities names on spawn so that they don't despawn
+ Made the "Dungeon Iron Axe" indestructible but nerfed it slightly
+ Some Dungeon mobs in some cases didn't have their weapons so I manually added them
+ Fixed a bug where the Dungeon wouldn't be reset when exiting through the Level 5 Exit Portal
+ Now you only get teleported to the Overworld if you were inside of the Dungeon
+ You're now put in to the GameMode you entered the Dungeon in when exiting
+ When exiting the Dungeon the player is now returned to their spawn location instead of the worldspawn
+ The Key Fragment auto-crafting system now checks for stacks bigger than 2 as well
+ Right-clicking with an empty Needle now converts it in to a Throwable Needle
+ Gave all of the Dungeon entities names on spawn so that they don't despawn
+ Made the "Dungeon Iron Axe" indestructible but nerfed it slightly
+ Some Dungeon mobs in some cases didn't have their weapons so I manually added them
+ Fixed a bug where the Dungeon wouldn't be reset when exiting through the Level 5 Exit Portal
+ Now you only get teleported to the Overworld if you were inside of the Dungeon
+ You're now put in to the GameMode you entered the Dungeon in when exiting
+ When exiting the Dungeon the player is now returned to their spawn location instead of the worldspawn
+ The Key Fragment auto-crafting system now checks for stacks bigger than 2 as well
+ Right-clicking with an empty Needle now converts it in to a Throwable Needle
+ Gave all of the Dungeon entities names on spawn so that they don't despawn
+ Made the "Dungeon Iron Axe" indestructible but nerfed it slightly
+ Some Dungeon mobs in some cases didn't have their weapons so I manually added them
+ Fixed a bug where the Dungeon wouldn't be reset when exiting through the Level 5 Exit Portal
+ Now you only get teleported to the Overworld if you were inside of the Dungeon
+ You're now put in to the GameMode you entered the Dungeon in when exiting
+ When exiting the Dungeon the player is now returned to their spawn location instead of the worldspawn
+ Redesigned the entire Dungeon key/keystone system (Due to this you will now need to open Keystones with the key in your main hand)
+ Dungeon Key Fragments now stack up to 2 and when at 2 they automatically combine in to a Dungeon Key
+ Boss rooms are now forced to generate after a set amount of rooms have been generated (Default: 20, configurable)
+ Added total rooms per Level/Floor (RoomLvl) to the "/roguecraft stats" list
+ The Burrito now uses items states instead of 2 separate items
+ The starting rooms now generate using the "Dungeon Pack" system (It will spawn the room labelled 0 in your pack ex: "level_1_room_0")
+ You no longer need a key in your hand or inventory to open a door that leads to an already generated room (if the Keystone director is removed from the other side)
+ Going through the Level 5 Dungeon Portal now stops the dungeon
+ All Keystone directors work on all keystones now
+ Gave the Mysterious Shard its own texture
+ Added 4 different types of Needles in to the dungeon loot pool
+ Added a generic Keystone director to those who don't feel like using a fully textured one or to make one themselves
+ Redesigned the entire Dungeon key/keystone system (Due to this you will now need to open Keystones with the key in your main hand)
+ Dungeon Key Fragments now stack up to 2 and when at 2 they automatically combine in to a Dungeon Key
+ Boss rooms are now forced to generate after a set amount of rooms have been generated (Default: 20, configurable)
+ Added total rooms per Level/Floor (RoomLvl) to the "/roguecraft stats" list
+ The Burrito now uses items states instead of 2 separate items
+ The starting rooms now generate using the "Dungeon Pack" system (It will spawn the room labelled 0 in your pack ex: "level_1_room_0")
+ You no longer need a key in your hand or inventory to open a door that leads to an already generated room (if the Keystone director is removed from the other side)
+ Going through the Level 5 Dungeon Portal now stops the dungeon
+ All Keystone directors work on all keystones now
+ Gave the Mysterious Shard its own texture
+ Added 4 different types of Needles in to the dungeon loot pool
+ Added a generic Keystone director to those who don't feel like using a fully textured one or to make one themselves
+ Redesigned the entire Dungeon key/keystone system (Due to this you will now need to open Keystones with the key in your main hand)
+ Dungeon Key Fragments now stack up to 2 and when at 2 they automatically combine in to a Dungeon Key
+ Boss rooms are now forced to generate after a set amount of rooms have been generated (Default: 20, configurable)
+ Added total rooms per Level/Floor (RoomLvl) to the "/roguecraft stats" list
+ The Burrito now uses items states instead of 2 separate items
+ The starting rooms now generate using the "Dungeon Pack" system (It will spawn the room labelled 0 in your pack ex: "level_1_room_0")
+ You no longer need a key in your hand or inventory to open a door that leads to an already generated room (if the Keystone director is removed from the other side)
+ Going through the Level 5 Dungeon Portal now stops the dungeon
+ All Keystone directors work on all keystones now
+ Gave the Mysterious Shard its own texture
+ Added 4 different types of Needles in to the dungeon loot pool
+ Added a generic Keystone director to those who don't feel like using a fully textured one or to make one themselves
+ Redesigned the entire Dungeon key/keystone system (Due to this you will now need to open Keystones with the key in your main hand)
+ Dungeon Key Fragments now stack up to 2 and when at 2 they automatically combine in to a Dungeon Key
+ Boss rooms are now forced to generate after a set amount of rooms have been generated (Default: 20, configurable)
+ Added total rooms per Level/Floor (RoomLvl) to the "/roguecraft stats" list
+ The Burrito now uses items states instead of 2 separate items
+ The starting rooms now generate using the "Dungeon Pack" system (It will spawn the room labelled 0 in your pack ex: "level_1_room_0")
+ You no longer need a key in your hand or inventory to open a door that leads to an already generated room (if the Keystone director is removed from the other side)
+ Going through the Level 5 Dungeon Portal now stops the dungeon
+ All Keystone directors work on all keystones now
+ Gave the Mysterious Shard its own texture
+ Added 4 different types of Needles in to the dungeon loot pool
+ Added a generic Keystone director to those who don't feel like using a fully textured one or to make one themselves
*(Note: This is the first beta for the 1.19.2 version which is also minimally tested, keep that in mind)*
*+ Fixed a bug where the Guardians in Level 3 weren't tagged in "roguecraft:lesser_dungeon_minion_3" meaning they didn't drop Key Fragments for Level 3*
*+ Started working on some background stuff for future infinite level generation*
*+ Added a Boss Room Blocker that prohibits the boss room from generating until a certain amount of rooms have been opened (Default: 5)*
*+ Added recipes to upgrade and downgrade Dungeon Keys*
*+ Fixed a bug where the South and West rooms were swapped*
*+ Added a config option do set the spacing between Dungeon Floors for +X & +Z (Default: 10,000 blocks)*
*+ Fixed a bug where the Guardians in Level 3 weren't tagged in "roguecraft:lesser_dungeon_minion_3" meaning they didn't drop Key Fragments for Level 3*
*+ Started working on some background stuff for future infinite level generation*
*+ Added a Boss Room Blocker that prohibits the boss room from generating until a certain amount of rooms have been opened (Default: 5)*
*+ Added recipes to upgrade and downgrade Dungeon Keys*
*+ Fixed a bug where the South and West rooms were swapped*
*+ Added a config option do set the spacing between Dungeon Floors for +X & +Z (Default: 10,000 blocks)*