Mods / Ancient Dungeons (Th3Dungeon)
Author: Th3Dilli
Side: Both
Created: Feb 11th 2023 at 6:35 PM
Last modified: Mar 15th at 6:52 PM
Downloads: 55500
Follow Unfollow 487
Latest file for v1.19.8:
th3dungeon_0.2.1.zip
1-click install
This mod contains a basic framework for generating dungeons, so it can work along with other mods that add more dungeon builds to the game. For further information check out the repository readme.
Dungeons will only appear in parts of the world that are generated after the mod was added.
If you want to always have an entrance visible at the surface install Th3DungeonTopEntrance alongside Ancient Dungeons.
It is safe to add that new mod if you already have been using this mod. The new dungeons will then only appear on newly generated chunks.
Features:
- procedural dungeon generation
- room-based generator, handmade rooms that are just vintage story schematics
- very extensible through its config for other mods as well for server admins though the modconfig
- enable the reinforcement of all dungeon blocks
- replace rocks with their local variant
- configurable entrance generation, so if you do not want the dungeons to be findable from the surface you can turn off the entrance
- as admin or in singleplayer you can run `/mapth3dungeons 10` to add a waypoint for every dungeon within 10 chunk radius (can't be undone yet) - very helpful for testing
Behaviour:
- dungeons will only spawn underground and no longer in the water
- the provided dungeons shouldn't contain any water sources within them (underground)
- due to some issues the dungeons sometimes won't generate perfectly, which means missing parts of a room or miss placed rooms (this seems to be less of an issue when the dungeon is generated when normal exploring but can be more of a problem when teleporting towards a dungeon that hasn't been yet generated)
- Dungeons spawn positions are saved to a separate file
ModData/<WorldID>/th3dungeon.bin
this was needed to boost performance while preventing the overlapping of dungeons
Customizations:
Vanilla (some dungeons won't have a surface entrance)
Download the vanilla th3dungeonconfig.json config and put it into your ModConfig folder.
All dungeons have a surface entrance
Download this TopEntrance th3dungeonconfig.json config and put it into your ModConfig folder.
If you just put this file into your ModConfig folder without modifications it will do the same as the Th3DungeonTopEntrance mod.
Huge shout out to NiclAss who made all the awesome dungeons within this mod.
For help or discussion about the dungeon generator join my Discord Server
If you are interested in making dungeons check out VintageStoryBuilders Discord by NiclAss
For documentation on how to configure and make an addon mod to add more dungeons click here
Credits:
modicon by midjourney.com
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.2.1 | 21938 | Mar 15th at 6:52 PM | Show | th3dungeon_0.2.1.zip | Install now | |
v0.2.1-rc.1 | 7810 | Jan 7th at 8:16 PM | Show | th3dungeon_0.2.1-rc.1.zip | Install now | |
v0.2.0 | 11590 | Oct 1st 2023 at 8:05 AM | Show | th3dungeon_0.2.0.zip | Install now | |
v0.1.3 | 5359 | Aug 9th 2023 at 10:43 PM | Show | th3dungeon_0.1.3.zip | Install now | |
v0.1.2 | 6546 | Apr 29th 2023 at 10:08 AM | Show | th3dungeon_0.1.2.zip | Install now | |
v0.1.1 | 1877 | Feb 23rd 2023 at 3:22 PM | Show | th3dungeon_0.1.1.zip | Install now | |
v0.1.0 | 379 | Feb 23rd 2023 at 12:05 PM | Show | th3dungeon_0.1.0.zip | Install now |
Found my mistake... I forgot to add a coma after the GenerateEntrance: false lines :X
GalloViking
hmm well I just tested it and it seems to work fine.
I will only work on new generated chunks/area, it can not update existing ones.
Hello! I have done that before but dungeons still generate on the surface, which is why I am asking you.
Th3Dilli
GalloViking
You can take the vanilla th3dungeonconfig.json and put it into you ModConfig folder and set every line that says
"GenerateEntrance": true,
to
"GenerateEntrance": false,
then there should not spawn a single dungeon that has a entrance that connects to the surface
Is there a config with no dungeon entrances? I find there's too many of them otherwise.
Ardail
see in the description there is a command to show potential dungeon spots on the map for testing, else see in your logs if there are any errors
the mod should be compatible with most worlgen mods, so far I am not aware of any incompatibilities that would break it
Hi this mod looks really cool to freshen up going under ground and not just a bunch of random caves, but I don't seem to find any while zooming about in creative mode to check if the mod is working currectly
Tried turning off any map generation mods like plains and valleys but still nada
Is better ruins not compatible with mod? I can't seem to figure out what's going on. or are these dungeons extremely rare? I tried zooming about for awhile and saw nothing but normal ruins (with better ruins at this point don't remember how much they change underground)
@Th3Dili
Cheers! I'll be sure to do that.
I3eauLeBoi
there are 4 types of dungeons
not sure what the exact themes are since niclass made those, but you can test it on a new map and run the mapth3dungeons command, there you see the type of dungeon as a number as part of the waypoint then you can check them right ingame
Since i find this mod very neat, i've dug around the code. And it mentions categories.
So what kind of themed dungeon's are even in the mod? Or is it FULLY random?
thanks, the configs and the dungeonentrance mod have been fixed, update those and run /wgen regen 4 at the dungeon to regenrate the area around it by 4 chunks, this will delete everythign and regenerate. So only use if you did not build there close by
yep, im having the same trouble. half of them are just holes straight down
I am having an issues with this mod. 😢.
The dungeon entrences are not generating correctly as the stairway down is an identical pattern of the first 2 layers of the stairs repeating all the way to the bottom, and at the bottom the dungeon has problems generating when this happens.
The ground enterence is essentially a hole straight down with weirdly stacked stairs on the side.
This happens to most dungeons i encounter.
I have installed the "TopEntrance" mod originally but it did not seem to work/change anything, therefor i instead installed the " TopEntrance th3dungeonconfig.json" config above, i am in version 1.19.8 stable.
If i am doing something wrong or if there is a way to fix this i would apreciate the help.
There are some other mods but it also appears I needed to tweak some configurations and my patience. I did end up deactivating it for a load or two before reactivating it and it works fine now.
Vassil
do you have any other mods? did you change any configs?
it does work fine for me on the latest 1.19.8
dangerousb
I do not see any issues there, the dungeons do not spawn where there is water/ocean at the surface
and even without the rivers mod not every waypoint will have a dungeon since it needs to check some mindistance
further if it would generate a top entrance then it would be in the middle of the river wich would not really look good so i think its fine to skip spawn directly under a river
I just started using this mod and I love it, but I think there are some incompatibilities with the Rivers mod: https://mods.vintagestory.at/rivers
The dungeon can try to generate under the rivers and just seems not to spawn if that happens. I added map markers using "/mapth3dungeons 10" but I dug down and never found the dungeon at that location. They did spawn correctly when not under a river on this same world, though.
Also, the Top Entrance mod seems to block rivers spawnning completly. The mod author for Rivers has some notes on locating rivers in other mods. Would you have any interest in making a compatibility patch?
"I also made it so that If lore content is disabled (Homo Sapiens) it won't spawn dungeons."
If you do decide to make the Fantasy monster versionyou should probby disable this because you could have a situtation where you don't have lore content but do have fantasy creature. I currently play on Homo Sapiens (with tweaked settings) but use Feverstone Wilds too.
Hydromancerx
As of now, that would require an alternative mod that adds the same dungeons with slight modifications and a dependency on those mods. So unless there is high demand for that I would not do that in the foreseeable future. sorry
I have now added a new config mod to enable surface entrances for all dungeons.
I also made it so that If lore content is disabled (Homo Sapiens) it won't spawn dungeons.
Screwy
For now, I would not add back dungeons that have infinite spawning enemies. Since the way it is currently it is more in line with the base game where you should still get underground enemies spawn just not that high as with spawners.
If there is more demand for such an addition I may consider making an extra extension to achieve that.
Sooner535
i have now added a configuration section here on the moddb page
Th3Dilli
Could you make a patch so monsters from Fantasy Creatues mod and Feverstone Wilds mod spawn in the dunegons?
Thanks!
Love the mod. I haven't been playing VS long so I haven't seen many dungeons yet. I love the ideas in the last two posts. Having options to clear once is nice. Thank you for your hard work.
Thanks for the awesome mod! We've been using it for a while now on our server. You asked for feedback on the enemy spawns in dungeons? On our server we use the dungeons to farm jonas parts from sawblades, as they are an important part of our economy. We still have some old dungeons with the respawning enemy waves, dozens of locusts and bells all the time (love it!). But we also have the new ones, so we can compare.
I understand that not everyone wants to use dungeons as a permanent source of hightech materials and rather wants to clear them once and then loot in peace. But we do use them for that, so we want to keep those old dungeons as long as possible.
We percieve basically almost every newly generated dungeon as totally harmless, as soon as someone was there once to trigger the spawners. This makes them a one-time-funpark and causes our adventurers to generate massive ammounts of new land to uncover the ever next dungeon.
Sadly we have to wipe our map soon, so the old "highlevel" dungeons will be gone. Would it be possible to give a config option on the respawn capability of enemies in dungeons? Maybe in two or three difficulty settings?
Another solution could be that not every dungeon has respawning enemies, but only half of them (or specific/special ones).
Just curious on a few things:
with the next update that I hope to do soonish, I want to add an option so one can easily enable only dungeons with entrances or change them to all have one and add a configurable chance to have one or not
Same here, the dungeons generate without entrances, landcover 40%, land scale 200%, default height
Way I have fixed it is by going into the json config in assets/worldgen and setting the spawnchance to 0 for all no entrance dungeons. I imagine that, due to the config missing, worldgen just spawns all types, entrance and no entrance included. Due to no entrance types having a higher chance to spawn, this might create the illusion that dungeons spawn without entrances
Bug: This unfortunately spawns in homo sapiens mode. I believe it should be disabled with I presume the Lore Content toggle in the world gen settings.
Can confirm no entrance issue too on 1.19.rc6, with world height 320
Also, there is no config in modconfig folder, and binary dungeon cache file in moddata/%worldid%
I can join DudewithPizza's feedback - the dungeon generation itself works for me however no entrances are being generated.
Other worldgen affecting mods that I am using are: BetterRuins, BetterTraders, Teleportation Network and Underground Mines.
I'm playing on game version 1.18.15 using the 0.2.0 version of Th3Dungeon, world settings are all standard
thanks :)
yes it works on 1.18.15, i added the tag now
Will this work for 18.15?
Does anyone know if any world gen settings mess up dungeon entrances? Was trying to create an island map and none of the dungeons are spawning with entrances. I first suspected changing world height was the culprit but remaking the map with default height yielded the same problem. So now i suspect it might be something to do with maybe upheaval rate or landform scaling but want to know other's experiences and/or potential solutions.
To reiterate, the dungeons are spawning they are just completely submerged in the ground with no entrance generated and no real chance of players finding them without unnecessary mass excavation.
Love this mod SO much. The procedural dungeons creating sprawling mines is exactly what VS needs. Highly reccommend it for any playthrough.
Amazing mod!
you will need some weapons and eventually armor too to properly loot them anyway, you will find chests and vessels in them as well as raw ore and other stacked up materials like bricks
welp so far every dungeon i went to was underground compleatly and i'm yet to hit copper age due to lack of charcoal (about to make that) just got to ask if i find any storage chests in these dungeons, am i able to take them with me back home? eather by picking them up via caryy on or just mining them up
yeah unfortunately right now the spawn rate is just endless, it will be fixed with the next update for newly generated dungeons, if you are on single player you could enable creative mode and then turn on meta rendering with CTRL+F4 to destroy them
Have to agree, the spawn rate is ridiculous. Is it just endless?
Maybe you can give us an option to turn off the respawns? Or at least limit them? I tried to clear a dungeon with steel chain armor and 100 arrows with a recurve bow as a hunter. I explored a few halls deep and had to retreat with the swarms of nightmare drifters and sawblade locusts just endlessly spawning and rushing me from both directions. I ended up leaving with 94 out of 100 arrows broken (steel arrows, I fired and picked up repeatedly until they broke) and bodies were everywhere and I still only got a few hallways deep.
I would like to be able to clear a dungeon eventually.
BlackJackal84
hmm yeah I can see I, will have a look how we can tweak those better, for now you can turn on creative mode to enable Metablock rendering (CTRL + F4) and then you can destroy the spawners for yourself for SP
Zinloz
yes you can just overwrite what you want to change and the rest will load the default values
The mod is beautiful and I love it.
However I have to make one complaint alas..
The spawn rate is really excessive, as you literally kill one 75 seconds later you spawn another. Since I'm a drifter, that's fine, I have an iron armor so I don't even feel them.
However, the story changes if it's Chainsaw Locusts, Two-Headed Drifters, Bells and other drifters that do heavy damage.
Constantly having chainsaw Locusts in your face even though you just killed one is annoying, not to mention how the Armor's durability literally says goodbye to you.
I only play in SP with loss of loot upon death and I don't want to use mods that nerf drifters and company.
But it's difficult for me to explore even just one of the mod's dungeons. Just think that I have 3 near my house that already have 1 bell and 3 chainsaw Locusts at the entrance.
Killing them is not a problem with the right equipment, the problem is precisely the spawnrate.
I don't know how to work with the mod files, is there any advice? Or are you thinking of fixing this problem?
Thank you,
I really enjoy exploring these - normal caving/ruins don't feel like a good risk vs. reward scenario (because they're all basically 0 risk and 0 reward...). But in these you end up fighting a lot of corrupted sawblade locusts and nightmare/double headed drifters, but you also get a lot of loot (including what seems like a good chance at some silver/gold deposits).
If we want to change just some of the settings and not all, is it sufficient to only modify specific fields in a config JSON? i.e. can I do:
{
"Chance": 0.1
}
to increase the spawn chance, while keeping all the other default values the same? Or do we need to include a complete file similar to what is in the example? Including a config template in the download would be nice.
yes, 1.18.8 is also net7 only so thats why the update
Is the latest update Net 7 only?
Utterly amazing. Having multiple bells spawn on top of you, soooo many sawblade locusts, VERY fun with "Better Drifters" mod.
Awesome work, @Th3Dilli, and @NiclAss!
Right on time for me to test this beast today x.x Oh gawd.
Cant wait :D Got proper addicted on your mod :D
update will be this week/weekend ;)
Waiting eagerly for the 1.18 ocean check :D
Ah okay u speak already about an Ocean check just came here to ask for it!^^
that would be awsome cuz there are lots open in the ocean of them.
OpPointBaker
best would be if you can give me world seed and location so i can debug it
although there are dungeons that are not fully walled off so that could be "by design", i need to add something like a ocean check
Generates partial dungeons in oceans. All blocks are there except the actual stone so they are flooded with water.
I can provide screen shots if neccessary.