Dungeon Crawler: Modpack WIP, Need YOUR Suggestions!

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Is it worth the very long wait time to create more grief proof dungeons?


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Emblin

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Jul 29, 2019
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Yes, that was actually one of my first ideas, but I still had the problem: How am I gonna trust people to walk through the door when they'll probably just dig in through the roof instead :/

What I mean is, the only way to make them adventure mode is if they walk through the door, but if they walk through the door they're probably the people I can trust anyways
 

Emblin

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Jul 29, 2019
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Maybe I'll start a poll on whether or not all this protecting is worth the extra time to do
 

Type1Ninja

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Jul 29, 2019
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Perhaps you should add a third option to that poll... I could really go either way on the "griefable dungeons" thing. Basically, it depends on you yourself - do you have enough time/have enough motivation to grief-proof every dungeon? Also, how easy is it to grief-proof an existing dungeon? You could always build the dungeons, release the pack, then go back through and grief-proof all of them.
 

Emblin

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Jul 29, 2019
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Well, this is gonna be a completely singleplayer pack, there are no servers. Which means that any cheating, griefing, or exploiting only harms the person doing it. That being said, it makes me uncomfortable to think that there could be someone that isn't playing my modpack for what it is, and what it should be.

Grief proofing a dungeon requires me to hide a block protector, then go and manually and painstakingly select every single wall, floor and roof block for it to be safe. Even then, there are some dungeons like the giant boss one I simply CANNOT protect using that method because it's so huge. Which is the dilemma I currently face.

The reason I want dungeons to be grief proof is that the dungeons I build are specifically designed to be LINEAR. There is an entrance, and there is an end. Having people go from point A to point B with nothing but a pickaxe ruins the experience and screws things up. Or even worse: Someone skips point A, and digs in straight to point B
 
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Emblin

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Jul 29, 2019
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*UPDATE*

Please don't forget to check the beginning thread post, it's been massively changed, with descriptions, screenshots of WIP gameplay, and a poll.

Regarding the poll, I would appreciate if you picked a side on the matter, and make sure you think about it good before casting the vote. I want no fence sitters! (At least sit on a chair, they're more comfortable)
 

Type1Ninja

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Jul 29, 2019
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Alright, fine, I've chosen a side...
If you intend this to be single player only, I'm going to have to say you can skip grief-proofing (at least in the first release). Now that you've said that, though, I am morally obligated to try to play this with friends. ;)
 

Emblin

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Jul 29, 2019
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Yeah it would be most interesting with friends. Just imagine a lets play, I would love witnessing youtubers overreact to every trap or boss they encounter, or just mess something up in a funny way.

Also, I forgot to mention. I plan on having the companions be a crucial part of Dungeoneering (New word). For example, I have a creature you can encounter called Vermin, which if you encounter just 1, it will very very quickly begin to multiply until you have an insanely big crowd of them chasing you through tight corridors. And pretty much the only counter to them is the Dwarf Pyrotechnic, which uses a flame thrower that does massive AOE and can roast all 30 of them really fast.

*EDIT*
Also, I made it so you can have multiple of the same type of companion, you can only unlock the extras after completing set amount of dungeons and challenges
 
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Emblin

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I keep encountering really, really bad issues that are making the possibility of this modpack working even worse. Like, I discovered Companions, a very crucial part of the game, cannot teleport to you like wolves. Meaning, how the hell can I get them ANYWHERE but the island they spawn on, when they cant TP to where you TP.
 

Emblin

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Jul 29, 2019
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Nevermind, I am glad I thought of something that fixed the above issue ^

Apparently, they need to be loaded to be teleported. I now have to place chunk loaders in every dungeon, which has the possibility of making even MORE complications
 
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Type1Ninja

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Nevermind, I am glad I thought of something that fixed the above issue ^

Apparently, they need to be loaded to be teleported. I now have to place chunk loaders in every dungeon, which has the possibility of making even MORE complications
"Warning: you can only run this modpack if you have the knowledge and funds to build a working quantum supercomputer, and can program an OS for it, and get that OS to run Java. Then, make sure you grab Optifine and Fastcraft."
 

Emblin

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Jul 29, 2019
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I was actually wondering, is there a way for me to get helpers? I feel like I've bitten off much more than I can chew, and having this modpack fail would be a large bummer to me, and probably to other people as well.

If I can get people to help me do things like.. Build dungeons, do the redstone, etc, how would I host a server allowing them to join?
 

Emblin

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Jul 29, 2019
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*UPDATE*

I have in the works a much more improved weapons/armor tier system. Using a glorious mod called "All-U-Want" and Custom NPCs weapons for templates, I have created many different weapons and levels of them. To obtain the REGULAR weapons and armor, one must buy them from the Weapon Smith using a special currency, I am still coming up with methods on how to obtain it.

Special weapons and armor, which will generally be a cut above the ones you can buy, can only be obtained as rare drops from certain monsters. Example: A Shambler mob might have an 8% chance of dropping the Shambler Claw as a special weapon.

*edit*

I forgot to mention, each material of weapon/armor has 3 tiers of quality. Low, medium, and high quality. Quality doesn't affect the base stat, only special traits.

I also added Shields, which block 100% damage, but have low durability. I am still finding out how they should be obtained
 
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Emblin

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*UPDATE*

I am hoping to fully implement a more balanced armor system. Since some dungeons will eventually have monsters that do more damage than a player can even survive in 1 shot, it would make sense to add armor with really high protection. But if I did that, people would just use their high level armor while re-visiting an older, weaker dungeon, and not be able to get harmed at all. So instead, very few armor pieces actually have a damage reduction AT ALL. Instead, I'm using a high health-pool system, where each piece of armor gives you extra heart capacity, how much depends on the type of armor it is.

This way, even with Emerald Armor, I can go to a low level dungeon and still die if I'm foolish, whereas a person with protective armor wouldn't die no matter how many times they're hit. Oh yeah, and it'll also make Priest companions much more practical (and necessary), since the only way to generate those extra hearts is with some form of regeneration effect.

*edit*

Forgot to mention something (Isn't that new? ;)). The better a METAL armor is, generally the more it will weigh and reduce your speed. The better a LIGHT armor is, the faster you'll be able to move. This creates a balancing mechanic that enables people with low health (LIGHT armor) to be able to wield heavier, more devastating weapons. While people with HEAVY armor that have high health, must use a weaker, less heavy weapon if they want to move more normally.

Basically, it'll make it so people will for the most part be one of 2 things:

Lighter health, more damage. [Like a Warrior class]
Higher health, less damage. [Like a Tank class]
 
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Emblin

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*UPDATE*

I have come across 2 issues, 1 is more minor, and one is a game changer.

First, the minor issue. When custom editing an item with the All-U-Want mod, it removes all added damage. So, if I had a diamond sword then edited it with All-U-Want, it would have the damage of a fist until I added my own stats to it. I assume when editing armor, it would lose its protection value. Turns out it doesn't, and since I cannot have armor that REDUCES damage, I have to make all types of armor be built off the same item, which will be ugly as crap. Basically, all the custom armor is going to look like Leather Armor, until you use the cosmetic armor mod I installed to make it look as it did before.

Now, the big issue. I LOVE the Archimedes Air Ship mod, the idea of creating your own customizable ship, and then FLY IT is awesome. But it's also a broken mod, because unfortunately, the ships have a terrible habit of RIPPING OFF GIANT CHUNKS OF WHAT IT LANDS ON unless I make ugly landing pads of dirt for them to land on. I can't have players land on top of a dungeon, reform the ship, and fly off with the whole roof attached to it.

This means that I am most likely going to have to make another economy system, this time for dungeons. I need to make a balanced way of buying dungeon warps.. Ugh
 

Type1Ninja

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Jul 29, 2019
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*UPDATE*

I have come across 2 issues, 1 is more minor, and one is a game changer.

First, the minor issue. When custom editing an item with the All-U-Want mod, it removes all added damage. So, if I had a diamond sword then edited it with All-U-Want, it would have the damage of a fist until I added my own stats to it. I assume when editing armor, it would lose its protection value. Turns out it doesn't, and since I cannot have armor that REDUCES damage, I have to make all types of armor be built off the same item, which will be ugly as crap. Basically, all the custom armor is going to look like Leather Armor, until you use the cosmetic armor mod I installed to make it look as it did before.

Now, the big issue. I LOVE the Archimedes Air Ship mod, the idea of creating your own customizable ship, and then FLY IT is awesome. But it's also a broken mod, because unfortunately, the ships have a terrible habit of RIPPING OFF GIANT CHUNKS OF WHAT IT LANDS ON unless I make ugly landing pads of dirt for them to land on. I can't have players land on top of a dungeon, reform the ship, and fly off with the whole roof attached to it.

This means that I am most likely going to have to make another economy system, this time for dungeons. I need to make a balanced way of buying dungeon warps.. Ugh
Never fear! CONFIGS are here!
In the Archimedes Ships config file, you can add blocks to the list of blocks to not absorb into your ship when you take off. Set that to be whatever blocks you use the most on the outside of your dungeons, and you'll be fine. :)
 

Emblin

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Jul 29, 2019
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I could be mistaken, but I checked configs a second time, and there are no block lists for ship absorbing. Did you find the config that determines that yourself? If so I would like to know where


*edit*

I just realised something.. Now that dungeon finding is based on warping to specific areas (As in, warping inside the dungeon, no longer needing a door)... I can protect dungeons WAY EASIER. Because I no longer have to worry about protecting the large surface area outside, I only must protect the smaller inside area. Also, I got WorldEdit which I hope will greatly help me make those dungeons I've been slacking on
 
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Type1Ninja

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I could be mistaken, but I checked configs a second time, and there are no block lists for ship absorbing. Did you find the config that determines that yourself? If so I would like to know where


*edit*

I just realised something.. Now that dungeon finding is based on warping to specific areas (As in, warping inside the dungeon, no longer needing a door)... I can protect dungeons WAY EASIER. Because I no longer have to worry about protecting the large surface area outside, I only must protect the smaller inside area. Also, I got WorldEdit which I hope will greatly help me make those dungeons I've been slacking on
Huh. That's odd... I could have sworn that there was a list you could edit, complete with an option to toggle it between whitelist and blacklist. Maybe try searching the document for "whitelist" - that might lead you to the spot.
As for the edit: Well, if that's the case, then it'll be good either way. :)
 

Emblin

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Jul 29, 2019
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*INFO UPDATE*
Regarding the poll, thank you all for voting. Here is the great part: Because of how I heavily changed the method of finding/entering dungeons, it is more or less automatically grief proofed. Simply spawning in the dungeon makes you adventure mode, and until I see potential holes in that design (And I will, give it some time), the dungeons are unbreakable and the poll is basically useless :p

Also, if anyone is curious on progress, let me give you a few sneak peeks (no pictures, but close enough).

1: You will die. A lot. But that is perfectly fine, in fact I encourage you to go and DIE in as many ways as you possibly can. Because your important, irreplaceable gear like armor or weapons is soulbound, the only items you lose upon death are minor items such as blocks, potions, or coins. Also, you are probably going to die by void or molten liquid quite often, as I love me some traps (not overpowered traps, mind you).

2: I am still working out a few rough edges, but the general idea is being put into place. Normally you spawn on a premade island, with NPCs and you can live there while in survival mode. But every few, very few dungeons you buy actually won't be dungeons at all. They'll be new places to live if you so choose, and each new home island has survival mode so you can build there, it has quests unique to it, and geographical advantages.

3: Unfortunately, I may have to largely revise how you obtain companions. Because in order to have companions, which must TP to you when you warp somewhere, you need chunk loaders. And putting chunk loaders on every single island, as you can imagine, might cause issues for people with crap computers. It can also cause other issues as well, since WHO KNOWS what is happening to every single dungeon while you're away, it increases the chance something vital will break and screw things up. The other issue is that some dungeons I don't want you to have companions in at all, or at least not some specific kinds, and there is no way to control whether or not a companion follows you when you warp somewhere.

The solution to this is to make companions only hire-able per location. Buying the service of a companion in Dungeon A will not work for you when you're at Dungeon B. But that would make companions less like your friends, and more like the "If you can't beat this level, please give $0.99 for an added advantage", the kind of shit some games do to you. A bit of a dilemma with no clear cut answer in sight.
 
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Emblin

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Jul 29, 2019
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*SUGGESTIONS*

Anyone have any suggestions to help me out? Don't be afraid to give me any ideas that you'd like to see in my modpack. Whether it be a map addition, a mod addition, or whatever else, go for it. But do keep in mind, of all the suggestions, these ones are the most likely to be included:

Fighting mods
Mob/AI mods (not as needed)
Mods that help map creators. I already have World Edit and All-U-Want
FPS and performance increasers. I already have FastCraft.
Template/Schematic loading mods. Something besides World Edit that I can use to load in custom made structures built by other people. Very needed
-Technology and Magic mods will be unlikely to be added. Sorry Thaumcraftians
Anything else for the most part


I would also LOVE if I could be helped by the community in getting more dungeon templates. While I do make some dungeons myself, most are just edited versions of other templates to make them suitable. I basically have completely run out of World Edit schematics on the website, and I need plenty more. If you could make a dungeon, save it as schematic, and give me a link to the download, I will be very thankful and your name will be specially included in your dungeon.