Config File - fnar/minecraft-roguelike GitHub Wiki
The roguelike.cfg file is auto-generated the first time a chunk is loaded. it contains the following fields.
Default roguelike.cfg file
breakIfRequiredModIsMissing=true
dimensionBL=
dimensionWL=0
doBuiltinSpawn=true
doNaturalSpawn=true
encase=false
furniture=true
generous=true
looting=0.085
lowerLimit=60
preciousBlocks=true
random=false
rogueSpawners=true
spawnAttempts=10
spawnChance=1.0
spawnFrequency=10
spawnMinimumDistanceFromVanillaStructures=50
upperLimit=100 vanillaStructuresToCheckMinimumDistanceFrom=Stronghold,Mansion,Monument,Village,Mineshaft,Temple
Configurations
v2.4.4
doorwaysChance
- Introduced in v2.4.4 (https://github.com/fnar/minecraft-roguelike/releases/tag/v2.4.4)
- List of doubles in the range [0.0,1.0]
- Default value of
0.10,0.10,0.10,0.10,0.10
- Controls the chance that an impediment (door, secret wall, bars) will be generated for rooms at entrances
mobEnchantedChance
- Introduced in v2.4.4 (https://github.com/fnar/minecraft-roguelike/releases/tag/v2.4.4)
- Optional List of doubles in the range [-1.0,1.0]
- Default value of
-1.0,-1.0,-1.0,-1.0,-1.0
- Controls the probability that spawned mobs gear will be enchanted. Each subsequent value represents the enchant chance for the corresponding dungeon layer level, in order of descent. Negative values indicate that this feature is disabled for that level, leaving the chance for mobs' gear to be enchanted up to the mod's discretion (e.g. 5% + a factor based on dungeon level). This exists mainly to support RLCraft so that @Shivaxi can tightly control the probability of enchanted gear per mob.
- Negative values are ignored and rely on the mod's default roll for enchanted gear.
mobEnchantedLevels
- Introduced in v2.4.4 (https://github.com/fnar/minecraft-roguelike/releases/tag/v2.4.4)
- Optional list of integers in the range [-1:MAX_INT)
- Default value of
-1,-1,-1,-1,-1
- Represents the level of which equipment should be enchanted when spawning a mob that has enchanted gear on that dungeon level. Each subsequent integer maps to a dungeon layer level (e.g. first layer, second layer, ... currently only 5 layers exist with indices 0-4).
- E.g., with the value "-1,10,15,20,30", the first level (index 0) would use the mod's internal leveling for enchanting gear, then would enchant dungeon level 2 at enchantment level 10, then dungeon level 3 at enchantment level 15, etc.
tiefighters
- Introduced in v2.4.4 (https://github.com/fnar/minecraft-roguelike/releases/tag/v2.4.4)
- Boolean
- Default value of false
- Controls whether mobs spawned by Roguelike Dungeons while
rogueSpawners
is true might spawn with shields in their mainhand (and look like tie fighters). - RLCraft easter egg
v2.4.2
overrideMobEquipmentEnchantmentLevels
- Introduced in v2.4.2 (https://github.com/fnar/minecraft-roguelike/releases/tag/v2.4.2)
- Deprecated in v2.4.4 (https://github.com/fnar/minecraft-roguelike/releases/tag/v2.4.4), replaced by mobEnchantedLevels
- Optional list of integers in the range [-1:MAX_INT)
- Default value of
-1,-1,-1,-1,-1
- Represents the level of which equipment should be enchanted when spawning a mob that has enchanted gear on that dungeon level. Each subsequent integer maps to a dungeon layer level (e.g. first layer, second layer, ... currently only 5 layers exist with indices 0-4).
- E.g., with the value "-1,10,15,20,30", the first level (index 0) would use the mod's internal leveling for enchanting gear, then would enchant dungeon level 2 at enchantment level 10, then dungeon level 3 at enchantment level 15, etc.
v2.4.1
vanillaStructuresToCheckMinimumDistanceFrom
- Introduced in 2.4.1 (https://github.com/fnar/minecraft-roguelike/releases/tag/v2.4.1)
- Optional string (comma separated list of Minecraft structures)
- Default value of
Stronghold,Mansion,Monument,Village,Mineshaft,Temple
- Controls which vanilla structures are checked when a potential dungeon is checking its minimum distance.
Added by Fnar
breakIfRequiredModIsMissing
- boolean, default:
true
- This configuration handles when a mod declared as 'required' in a DungeonSetting is missing. When this setting is enabled, an error is reported when settings are reloaded. When disabled, settings that are missing their requirements are ignored.
Legacy
dimensionBL
- int, default: blank
- Black list of dimensions to exclude (None if left blank)
dimensionWL
- int, default:
0
- White list of dimensions in which dungeons will spawn (All if left blank)
doBuiltinSpawn
- boolean, default:
true
- Enables or disables the use of "builtin" default dungeons from within this mod if there are no suitable dungeons configured for a given location when a spawn call is invoked. For example, if the mod asks for a dungeon to spawn in a dessert, but the server manager has not configured any dungeons for desserts, a builtin can be used if this setting is set to true. If this setting is set to false, then simply no dungeon will spawn.
doNaturalSpawn
- boolean, default:
true
- If set to false dungeons will not naturally spawn, however may still be spawned in using a command.
doNoveltySpawn
- boolean, default:
true
- unused at this time.
encase
- boolean, default:
false
- add a solid shell to the dungeon, preventing holes from surrounding caves, ravines, etc.
furniture
- boolean, default:
true
- add objects such as beds and crafting tables
generous
- boolean, default:
true
- Whether helpful features like brewing stands, ender chests, enchanting stations, anvils should generate.
levelMaxRooms
- deprecated?
- int, default:
30
- The maximum number of rooms that will spawn in a dungeon
levelRange
- int, default:
80
- The distance from the stairs dungeon levels will spread
levelScatter
- int, default:
10
- how far apart the rooms should be
- Somehow used in level layout generation, but not obvious how.
looting
- Float in the range of [0.0,1.0]
- Default value of
0.085
- A scale of the probability of mob drops. if set to 0 will require looting enchant to get drops.
lowerLimit
- int, default:
60
- Adjust the lower limit on dungeon surface spawning (the tower)
preciousBlocks
- boolean, default:
true
- If set to false, precious blocks like diamond/gold/lapis blocks will be omitted from dungeon generation. (unless included by a theme)
random
- boolean, default:
false
- make dungeon generation absurdly random.
rogueSpawners
- boolean, default:
true
- enable modded control over spawners. Otherwise vanilla spawners (with vanilla custom metadata) are used.
spawnChance
- float, default:
1.0
- This is a percentage between 0.0 - 1.0 (effectively 0-100%) of whether a dungeon will or will not generate once a chunk has been elected as a "dungeon chunk."
spawnFrequency
- int, default:
10
- This value determines the spread of dungeons.
- Essentially 1 dungeon every (
spawnFrequency
*spawnFrequency
) chunks. - Unintuitively, a lower value here produces a higher occurrence of dungeons, whereas a higher value produces dungeons less frequently. A roughly inverse logarithmic scale value. This is due to poor naming that will be corrected eventually.
- See table below.
upperLimit
- int, default:
100
- Adjust the upper limit on dungeon surface spawning (the tower)
Spawn Frequency Table
This number is higher than it would be in the actual game as dungeons can fail to generate due to biome constraints or proximity to other structures.
You can loosely calculate how many dungeons you'll encounter as
# of Dungeons
= # of chunks
/ (3*spawnFrequency
)^2.
For example,
across 10000 chunks (100 squared chunks area -- rectangle bound by 1600 blocks in each direction from a given point), you'll encounter:
1111 dungeons with a spawnFrequency
of 1,
278 with a spawnFrequency
of 2,
123 with a spawnFrequency
of 3,
44 with a spawnFrequency
of 5
44 dungeons = 10,000 chunks / (3*5)^2
Spawn Frequency Value | Dungeons generated per 10000 chunks |
---|---|
1 | 1111 |
2 | 278 |
3 | 123 |
4 | 69 (nice) |
5 | 44 |
10 | 11 |
20 | 2.7 |