Roguelike Dungeons

Roguelike Dungeons

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Using /roguelike settings reload

Alan19 opened this issue ยท 21 comments

commented

When I use /roguelike settings reload, it says that there's no errors but I'm not getting any loot.
I'm using 1.10.2-1.5.7.

commented

what sort of settings are you using?

commented

While editing the json files, I made a mistake and it was caught by /roguelike settings reload and printed out what was wrong. However, after spawn a new dungeon, there was still no loot.

commented

I'll try updating to 1.5.8 and see if that fixes anything

commented

It's still occurring on 1.5.8 and everything but the loot is being inherited.

commented

The default loot still works though

commented

Dungeon Rooms and Mobs and Loot for B1-B2: https://paste.ee/p/bIDw7]
B3-B5:https://paste.ee/p/TDGZ0

commented

Hard to say without the required mods. Can you tell me what mods i'd need to test these?

commented

I think you would need

  • Abyssalcraft
  • EnderZoo
  • CyberWare
  • PrimalCore
  • Tinkers' Construct
  • Dungeon Tactics
  • TAIGA
  • Natura
  • Reliquary
  • HarvestCraft
  • Ars Magica 2
  • Chisel
  • Base Metals
  • Forestry
  • More Bees
  • Botania
  • Nature's Compass
  • Immersive Engineering
  • Extra Utilities 2
  • Rockhounding: Ore Tiers
  • FuturePack
  • The One Probe
  • Esteemed Innovation
  • Evilcraft
  • Actually Additions
  • Quark
  • Blood Magic
  • Waystones
  • Roots
  • Giacomo's Fishing Net

I might have missed some and it would probably be easier if I did a binary search by removing the files but I thought /roguelike settings reload should say if there's an error

commented

Thanks, i'll give it a try.

commented

I forgot to mention Railcraft and Embers

commented

I did some small tests with loot overrides, and I'm convinced now there's a bug with how this behaves.

I'm not sure what's causing it. will need to do more testing. It may be there's nothing actually wrong with your settings.

commented

I think i figured this out. Will post a build in a bit and you can try it.

commented

Try this one out. You'll need to explicitly add "builtin:base" to your inherit list now. It's necessary to make that change in order for inheritance/overrides to function in a sane way.

https://github.com/Greymerk/minecraft-roguelike/releases/tag/v1.6.5.1

commented

It's still not right.

I'm thinking I'll need to change how overrides work to be something like this:

{
	"name" : "main",
	"criteria" : {},
	"exclusive" : true,
	"inherit" : [
		{
			"id" : "builtin:base",
			"override" : ["LOOTRULES"]
		},
		"loot",
		"rooms"
	]	
}

You'd specify filters for things you don't want to inherit from the settings you include. It'd be much easier to understand.

I'll work on implementing it and see how it works.

commented

I've given this some more thought and realized that it's probably not worth having the override system. It's too complicated to implement and to use. Rather it'd be much simpler to provide a clearer way to build up settings from smaller parts using inheritance. You could just leave out the loot settings.

That's what i'm trying to do now.

commented

I worked it out, and did some playing with it, it's much easier to work with, and easier to understand. Will post a build of this sometime this afternoon hopefully.

commented

It's working now. Thanks!

commented

Cool. I'll post the update to curse sometime this weekend probably.

commented

Your loot system appears to work as expected now. I just have a couple other things that need to be addressed

I'd like the system to report when a block is unavailable, if possible.

commented

this one should work:
https://github.com/Greymerk/minecraft-roguelike/releases/tag/v1.6.5.2

But you'll need to add a new file to your inheritance chain:

default:base

{
	"name" : "base",
	"inherit" : [
		"builtin:secrets",
		"builtin:theme",
		"builtin:generator",
		"builtin:size",
		"builtin:segments"
	]
}

and remove the overrides.

commented

alan are u able to make ur stuff naturally generate cuz my stuff isnt. all i did was custom block changes