Roguelike Dungeons -- Fnar's Edition

Roguelike Dungeons -- Fnar's Edition

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Roguelikes not spawning

tyon2006 opened this issue ยท 7 comments

commented

Hello! I just converted from OG Roguelikes to fnar's. When I spawn the dungeons with a command, they work great, however, none of them are spawning naturally. I checked some obvious places like.
dimensionBL= dimensionWL=0 doBuiltinSpawn=false doNaturalSpawn=true

And I set the customs exclusives to true. I do have some biome criteria and I suspect that could be the problem, but I'm not sure what's wrong. My entire config setup is located here:
https://github.com/tyon2006/MMO---Here-We-Go-/tree/master/config/roguelike_dungeons

Any ideas on how I can troubleshoot this?

commented

I appreciate the effort from you! Let me know if there's anything I can do to test and I'll provide updates if I find it starts working.

commented

I may have misunderstood the biome entry. Is the resource the right text? If its the proper name, is there an example of this I can see? I recall that the biome name is not available on serverside code, so I assumed it would be resource name.

image

commented

I may have misunderstood the biome entry. Is the resource the right text? If its the proper name, is there an example of this I can see? I recall that the biome name is not available on serverside code, so I assumed it would be resource name.

It's entirely possible I've done something wrong. I remember refactoring this class, but not authoring it. For the (biome) criteria, we try to load resources which match the names specified. The (biome) names you've supplied should work just fine.

Of course, as you've likely done, you should be able to spawn these dungeons by name using the command /roguelike dungeon here <name>. The biome is checked against the criteria the same way, both when the dungeon spawns naturally and when it is summoned.

commented

Thank you for enjoying the mod, and thank you for this awesome, detailed report.

I've verified that the expected number of dungeons spawn in the past, but I'm willing to give this a closer eye when I have more free time in life. Naturally, I want your experience to be as great as possible, so I'm invested in taking this seriously. Thanks for being understanding.

As for the link that you've provided, I urge caution as it links to the original Roguelike Dungeons, instead of this one. Here is the corresponding class (and tests) in this fork. Naturally, I've done some refactoring here which could affect behaviour (but ideally serve to make the code cleaner and easier to comprehend + maintain).

https://github.com/fnar/minecraft-roguelike/blob/master/roguelike-core/src/main/java/greymerk/roguelike/dungeon/settings/SpawnCriteria.java

https://github.com/fnar/minecraft-roguelike/blob/master/roguelike-core/src/test/java/greymerk/roguelike/dungeon/settings/SpawnCriteriaTest.java

commented

I've been testing this in more detail and I did get some to spawn, but the rate also seems low. I'm going to keep testing and report back findings, even if it was something I was doing.

commented

@tyon2006 Any update on this?

I'd found in my personal testing that dungeons were generally rare with the default settings for the RLD config of vanillaStructuresToCheckMinimumDistanceFrom, as it generally avoids mineshafts and they are ubiquitous.

By setting vanillaStructuresToCheckMinimumDistanceFrom to something like NONE I was able to get dungeons everywhere again.

Let me know if this generally solves your issue.

I'll soft close this for now, but I'm looking forward to your updates.