mr-hobbits-dungeon-2.20.2.jar
Curse Maven Snippet
What's new
Mr Hobbit's Dungeon 2.20
Every update in the 2.20 line, newest first.
2.20.2
- Fix: things left behind in the dungeon could turn up in a later run (Ryan's son died, started a new run, and found his own loot pile on floor 3). Each run builds in a reused area of the dungeon, and the clean-up there only reached things in parts of the world that were loaded at the time, so a dropped pile in an unloaded spot survived and came back when that spot loaded again.
- Now every floor gets its own id, and everything that appears on it (dropped items, experience, arrows, monsters) is marked with it. Anything that loads with an older floor's mark, or loads where no run is going on, is removed on the spot, wherever it was and however long ago. Items from before this version are recognised by having lain around already.
- When a run ends for any reason (everyone dead, cashed out, gave up or left), its area is cleared in the dungeon, the Aether and the Nether straight away. Every new floor does the same before it's built, as a backstop. After a server restart nothing has a run yet, so old leftovers go as soon as they load.
- Players and what they're carrying are never touched.
2.20.1
- Fix: floating water under the dungeon (Ryan saw it looking up from a collapse floor's pit: flat sheets and paths of water in the shape of rooms and stair tunnels, hanging in the dark). It was water that had run out below the layers floors are built in, and frozen there as falling columns all the way down to the bottom of the world (in the dev world, about 300 columns in the oldest run slot). Building a floor only ever rewrites its own layers, so nothing outside them was ever cleaned up. The water most likely came from a flooded floor, whose water has flowed since 2.15.5.
- Now every floor (fighting, rest and boss) first empties its run slot above and below those layers, so anything that ever gets out (water, leftovers from older versions) is gone by the next floor. It only looks at parts of the world with something in them, so it's quick. Existing worlds are cleaned up as runs go through them.
2.20.0
- The Nether (Ryan's design): the second realm floor, and a secret. Somewhere in the dungeon, now and then, a room hides a way in. Nothing points to it; finding it is up to you. It's a bonus detour: after the Nether you carry on to wherever the floor you found it on would have taken you (for example floor 5, the Nether, the rest floor, the boss, floor 6), so it doesn't use up a floor number.
- The secret: a plain button on a plain wall. Press it and a narrow opening grinds open into a hidden chamber with a second exit pad. The normal exit is still there; the party goes wherever everyone stands (split between the two, and nobody moves).
- Arrival: the screen goes black with "It's getting hot in here..." / "the air smells of brimstone", then lifts. 30 seconds of Fire Resistance.
- Its own dimension (
mr-hobbits-dungeon:nether): a nether-brick fortress over a lava lake under a netherrack sky, with real Nether fog and red haze, lava falls, glowstone, basalt pillars and ruined towers out in the lake. Players without the mod see it too. - A start platform of nylium, soul soil and fungus, then 5 to 7 keeps on tall pillars joined by straight fortress bridges with fence railings. Invisible walls keep everyone out of the lava; some keep floors have hot magma patches.
- Each keep is an arena with a spawner between two soul-campfire braziers. While lit, the spawner keeps sending small waves (a few at a time) of wither skeletons, magma cubes, piglin brutes and the odd blaze; no ghasts. Right-click a brazier to kick it over; with both out, the spawner dies. Once it's out and the keep's monsters are dead, the netherrack wall blocking the way on crumbles. The run bar shows "Nether: keep 2/6, 3 left, spawner lit".
- The way out is on the altar in the last keep. Chests are one tier better.
- The same stuck-monster failsafe as the Aether: stuck monsters are put near you, the last 2 glow, and 45 seconds without anyone hurting them brings them all over.
- Scoring is the same as any floor (no website change): the Nether's monsters count with the floor you found it on.
- No save point inside the Nether: a resumed run goes back to the floor before it.
- For ops:
/dungeon realm netherbuilds a Nether floor for your party now, and/dungeon secrethides the secret door on the current floor and tells you where the button is (either way the run doesn't count).
This mod has no additional files

