Roguelike Dungeons -- Fnar's Edition

A humble fork of Greymerk's masterpiece

File Details

v.2.4.2 overrideMobEquipmentEnchantmentLevels Config Patch

  • R
  • Dec 16, 2022
  • 923.51 KB
  • 1.6K
  • 1.12.2
  • Forge

File Name

RoguelikeDungeonsFnarEdition-1.12.2-2.4.2.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:fnars-roguelike-dungeons-373157:4182750")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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✨ Introduce new chest types, `GARDEN`, `JUNK`, and `MAGIC`
✨Introduce new configuration: "overrideMobEquipmentEnchantmentLevels"
- Optional List of integers in the range -1:MAX_INT that represents the level of which equipment should be enchanted when spawning a mob that has enchanted gear on that dungeon level. Each subsequent integer maps to a dungeon layer level (e.g. first layer, second layer, ... currently only 5 layers exist with indices 0-4). E.g., with the value "-1,10,15,20,30", the first level (index 0) would use the mod's internal leveling for enchanting gear, then would enchant dungeon level 2 at enchantment level 10, then dungeon level 3 at enchantment level 15, etc.

This feature was specifically requested by @shivaxi (https://twitter.com/shivaxi) to help solve a problem with RLCraft (https://www.curseforge.com/minecraft/modpacks/rlcraft) and So Many Enchantments (https://www.curseforge.com/minecraft/mc-mods/so-many-enchantments) where mobs enchanted by Roguelike Dungeons disproportionately have armour enchanted with Thorns, Advanced Thorns, and Fiery Thorns. The root cause is due to the prevalence of damage-reflect enchantments, the lack of competing enchantments for armour, and the high level that Roguelike Dungeons prefers to enchant gear at. Despite suggestions to reduce the number of damage-reflection enchantments, or to further reduce their occurrence, this seemed to be the path of least resistance. Crush it, Shiv.

**Full Changelog**: https://github.com/fnar/minecraft-roguelike/compare/v2.4.1...v2.4.2