File Details
Dungeon Blasters 0.11
- B
- Sep 3, 2024
- 11.96 MB
- 72
- 1.16.5
- Forge
File Name
Dungeon Blasters 0.11.zip
Supported Versions
- 1.16.5
Mods
Added
Appetite
AstikorCarts [Horse Carts]
Scannable
Removed
Emojiful
Valhelsia Core and Structures
NoFog
Updated
JEI, More Minecarts and Rails
Added Resource Packs
Low Shield
Gems have been overhauled.
Tiered gems have been replaced with colored variants. There will be one regular gem of each type, the rest are colored. Combine regular gems to get a colored gem of that type.
For example, a topaz will give you agility, and a tourmaline will give you vitality. But socketing a pink topaz will give you both (slightly diminished) stats. Same with a yellow tourmaline.
MnS won't show the full tooltip when the gem is socketed, but the stat bonuses still work normally.
Added Apotheosis Boss Dungeons
These are very simple: one key leads to a room with an apotheosis boss. Kill the boss to get an affix item.
Added some bosses to Apotheosis
Increased stack size of torches to 1000
Added a config for Appetite
Pigs and hoglins now have a chance to drop ham when killed normally
Adjusted spawnrates for Wilderness dungeons. They should be playable now.
Added recycler recipes for Mine and Slash jewelry and staves
Added recycler recipes for tridents, bows, crossbows, fishing rods, and any other tools that weren't previously recyclable
Added/Changed recipes
Soul Converter
Engine upgrades for cvm
Gems, Protection scrolls, and Stone of Hope
Inception backpack upgrade
Scanner
Pneumatic armor space upgrades
Illager Stronghold key
Crystaltine ingot
Nether engine aircraft upgrade
Laser lens
Inventory remote
Crafting remote
Rocket parts
and a ton of other items that i didn't write down for some reason
Adjusted more loot tables, and added to existing unedited loot tables.
Added all magical horses to friendlyfire config
Standard dungeons will spawn more mobs on average (excluding the boss room)
Trial dungeon loot has been nerfed slightly. (the loot is still really good)
Amount of mobs that spawn in trial dungeons (excluding arenas) has been increased.
These are actually pretty crazy now, especially with the Extra Mobs enchantment. I'm already working on redoing trial dungeons again and making it so each piece is consistent with each other and doesn't spawn 50 mobs all at once. The original idea was to "trickle" the mob spawning little by little as you went further into it, but there are quite a few dungeon parts that don't respect this.
Added a "Safe room" to trial dungeons - prevents mobs from rushing you when you spawn in
This is just a bandage fix for what I explained above. These will get changed again in due time.
Wither Skeletons now have a 50% chance to drop their skull
(hopefully) Fixed issues with dungeon modifiers persisting after the player leaves the dungeon
Fixed issues where mobs weren't spawning correctly in boss dungeons
Made various ores more common in the mining dimension
Made various ores more common in planet dimensions
Added more ores to jackhammer veinminer list
Changed min level of mobs from Illagers+ back to 1.
I thought it would be cool to have structures in the overworld "guarded by super strong lvl 100 mobs and you need to level a bunch before you can kill them and loot the structure" but these mobs would just aggro onto you and either kill you instantly or spread themselves out further into the world and prevent you from doing anything or getting near them at all.
Since they can spawn at any level now, the recipe for the illager stronghold key has been changed to require moon stone, to prevent players from completing the dungeon before they go to the moon, and even before they are level 100.
Changed min level of Evoker back to 1.
Same reason. The Evoker is a boss in the Illager Stronghold, but he is also found in tier 5 dungeons (as a miniboss) through an evoker pylon. He scales with your level now.
Fixed that weird scope rendering bug with some scopes.
Increased the spread of all shotguns (aa-12, db shotgun, m870 classic, benelli m1014) by 3x their original amount
This was a change made way earlier in the pack but it was reverted when the mod updated.
Added additional projectiles and spread to misc blasters, basically turning them into shotguns.
Blasters that were affected by this are:
M82A3 .50 (12 projectiles)
AWM .338 Lapua (4 projectiles, no spread added)
Barrett MRAD (8 projectiles, no spread added)
SCAR MK20 (3 projectiles, no spread added)
MARLIN 1895 (6 projectiles)
Tactical Crossbow (3 projectiles)
Bulldog (4 projectiles)
Adjusted the rarity/spawnrate of certain structures.
Guardians and elder guardians have been added to the badmobs config because they crash the game and I don't know why. Something to do with their natural thorn effect maybe.
Adjusted incontrol spawning rules for planet dimensions
Fixed issues where nebulium ore wasn't spawning in the end
Fixed issues where loot chests in moon dungeons weren't spawning correctly.
I used to place loot chests in structures with a setblock command. I don't know how consistently this works, or how it works at all, but if two identical structures generate next to each other from a jigsaw block (or using dimdungeons), the loot chests will also be completely identical. Meaning if you loot one, the other will also be looted. This is evident in dimensional dungeons, which is why they were replaced with data blocks long ago for that reason and many others, but it also happens in worldgen dungeons that use jigsaw blocks, like villages and worldshape structures.
It's definitely a known issue, and probably an easy fix but I don't even know how to describe this problem, and I can't find anything detailing it anywhere. Oh well, one extra data block added to the mod. (This goes to show how incapable and clueless I still am about this game)
A world restart is highly recommended. If not then delete your serverconfig folder, and delete/regenerate any dimensions that have had world/ore/cavegen changes. These are the mining dimension and boss tools dimensions mainly.
Your gear is also probably broken. Sorry man.

