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.
See Minecraft Forum page for more information: Original Forum Post
I fear this is the final version, this mod dies in 1.12.2; all attempts to update have failed. Further, I've "retired" from modding, and will not be making any new mods or updates.
This really is almost certainly the final version of this mod. After almost eight years, this is probably the final version; the mod does more than I ever originally planned it to, including things I would never have thought of at the time. I don't think there are any more features I'd want to add, and as I reach a point of having been tired of Minecraft for several years and look to pursuing other interests, I have "retired" from modding, so I don't think there will any other updates to the mod. Fair well, and thanks for the all the ideas, suggestions, appreciation, support, and kind/flattering words. I'm glad people have enjoyed my little project, it feels good to have made something many have enjoyed.
Mods the Support Doomlike Dungeons
These mods are known to add mobs to Doomlike Dungeons automatically:
Try them out if you want even more challenging dungeons! Especially with higher difficulty settings, the dungeons are limited by the difficulty range of vanilla mobs. Adding these mods will allow harder dungeons to reach their full potential.
Mod Packs
Yes, you can use this in modpacks -- this mod was made with modpacks in mind and to be modpack friendly by allowing use of content from other mods.
As I said earlier, this mod dies on 1.12.2 -- I've tried to update three or for times, with help from two other talented modders. If you think you can fix the update, you are free to try and to make the updated version your own. The code for my latest and most nearly successful update attempt is all here: https://github.com/BlackJar72/DoomlikeDungeons/tree/MC1.16.5
no offense to the devs - their work is really impressive from a technical standpoint - but this looks and plays better than most of the stuff that oblige generates, ngl. obviously that's because minecraft is way easier for doing this sorta thing well, but still lol
In reply to roadworxx:
Thanks, that's flattering. Things Oblige has that Doomlike Dungeons does not include placing stair, diagonal walls, and rooms at different base floor heights, though you don't need stairs in Minecraft, diagonal walls would just look bad, and I've decided the different floor heights would not really add anything to the play experience. Actually, though, even when the mod was young, Andrew Apted, who created Oblige, pointed out it created things Oblige could not. I'll take this as meaning I succeeded at creating the kind of generator I wanted to (even if trying to turn it into its own game didn't work out so well).
Nevermind.
Hi, I'm from Vietnam. This dungeon mod is epic but sadly it died at Minecraft version java1.12.2.
I tried updating it (failed)
But I think this mod will still be developed in another form on Minecraft Bedrock that is Addon. And I would like to ask your permission to allow me to do that :)). Since version 1.18 of Minecraft Bedrock it will be updated regularly and i will definitely give credit to the original mod creator.
I am only 18 years old with passion for programming and finally sorry for my bad english, Looking forward to your reply soonest.
In reply to hungkaio:
Hi there, I'm currently attempting to port this to 1.16.5.
In reply to redrosewarrior1:
I've been meaning to ask how that's coming.
Sorry, I didn't see these messages earlier, I've been wrapped up in trying to make this:
Caverns of Evil (basically DLD the game): https://jaredbgreat.itch.io/caverns-of-evil
In reply to JaredBGreat:
Sorry for the delay in the reply, I have some theories I'll be able to test once I get through these updates for my other mods. I tried out your game and so far it looks cool
In reply to redrosewarrior1:
I'd be fascinated to know exactly what it was. I have wondered if it could be more concurrency problems, perhaps with access the cache I made to keep dungeons in while they were being built, but I really don't know -- I'm not sure how the multi-threading is set up, and it could be something completely different that I'd never had thought of.
Does the final version of the mod work with Lycanite's Mobs? I noticed you removed it from the list of mods that support this mod.
In reply to Duscara:
I don't know -- I think Lycanite stopped adding Doomlike Dungeons API in some newer versions of Lycanite's mobs, so you'd have to add them by hand -- this might have changed and they might be auto-added again (???) but I've not heard anything like that. Its really more about the version of Lycanite's Mobs. The newest version of this use the same API as the last major version.
In reply to JaredBGreat:
How would i go by doing this? trying to add mobs to the spawners from grimoire of gaia so the spawners in the dungeons can spawn those monsters, i checked the config file but i'm trying to find the entity name so i can add it in the format that i'm supposed to use
In reply to hooptyguy:
In the config, under general:
B:ExportLists=true
Then, run the game once and quit (I don't think you need to actually make a world, but if it can't hurt). Then, look in the config/DoomlikeDungeonJBG/lists folder for a file entities.txt; this should contain all the full Minecraft names of all entities, including mobs. Hopefully Grimoire of Gaia names the entities with recognizable names, which it should, so just scroll down the list until you find them. The list will be alphabetized and all names start with the mod id, so the Grimoire entities should all be together.
In reply to JaredBGreat:
much appreciated! thank you for making such a great and customizable mod
Such a great mod!
In reply to the_jacsfriki:
Thanks! I do wish I could updated it, but at this point I've given up hope on that -- we'll see what RedRoseWarrior can do. In the meantime I've begun working on a game based on the same generation system.
Praying that someone is going to pick up and create a working 1.16.5 version. This mod has been in every pack I have made, and they wouldn't have been successful without it.
What is the difference between file DoomlikeDungeons-1.14.7-MC1.12.2.jar and file DoomlikeDungeons-1.14.4-MC1.12.2.jar? I'm making a 1.12.2 adventuring RPG modpack as some mods I really want are only 1.12.2 and I want to know if they are different or mean anything different?
In reply to ninjadigital444_:
1.14.7 has some bug fixes -- the big one being the 1.14.4 will sometimes replace chest with a spawner if they were randomly assigned the same location. Also, if a dungeon is not allow somewhere (lime a blocked biome or spawn protection), 1.14.4 will handle it by chunk and 1.14.7 will handle it for the whole dungeon.
Basically 1.14.7 does those thing the way 1.13.x and before did, while 1.14.4 has some bug from changing the way dungeon were built from all-at-once, to chunky.
is this compatibel with spartan weaponry and if not can i make it with the config files?
In reply to qaz7371:
Not sure what you mean by compatible. I should work with anything -- but if you want content from other mods in the dungeon you will have to add them with config files. Except for mobs from a few mods it adds nothing from other mods on its own. You can add just about anything you want, though.