Roguelike World
No reviews yet
Added some configurable dungeon worlds
Introduces new dimensions with unique biomes, resources, and challenges.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
Roguelike World
当前默认内容
MOD默认只提供 1 个 roguelike 维度和 1 个关卡:
- 维度:灰烬墓穴(roguelikeworld:ashen_catacombs)
- 关卡:灰烬起点(roguelikeworld:ashen_entry)
默认维度配置概览:
- 房间组数量为 3,支持最多 3 名玩家同时分配到不同房间组。
- 单组地牢为 4 x 4 房间网格。
- 基础房间边长为 32。
- Boss 房固定在 (3, 3)。
- 默认生成 2 个奖励房。
- 场景材质以深板岩砖、深板岩瓦和镀金黑石为主,奖励容器使用木桶。
默认关卡配置概览:
- 当前为第 1 关,使用灰烬墓穴维度配置。
- 怪物生命倍率为 1.1,伤害倍率为 1.0。
- 掉落倍率为 1.05。
- 普通房为 2 波,首波 2 只,第二波 2 到 3 只。
- 精英房为 2 波,数量为 1 只到 2 只。
- 奖励房守卫为 2 波,每波 1 只。
- Boss 候选池当前为监守者,二阶段增援数量为 2。
- 奖励战利品表当前使用原版地牢和要塞走廊箱子表。
当前玩法
当前地牢玩法为线性关卡制。
- 玩家通过指令 rlw 打开关卡选择界面,指令权限等级为 4。
- 也可以对地牢传送方块使用地牢钥匙来打开同一个选择界面。
- 进入关卡后会被传送到对应地牢维度,并切换为冒险模式。
- 每次进入都会分配一个独立房间组,避免玩家之间互相干扰。
- 房间布局会在生成时打乱;当玩家死亡、超时、离开或异常退出后,对应房间组会被清空并重新生成。
- 重建时会清除房间组内的怪物、掉落物等实体,避免旧战斗残留影响新一轮挑战。
- 起始房间通往后续房间的推进依赖门口阻挡;进入战斗房、精英房、奖励房后会封门,清完当前房间全部波次后才会开门。
- Boss 房会单独封闭,Boss 生命降到一定阶段后会触发二阶段增援。
- Boss 击败后会生成奖励并激活撤离祭坛,玩家靠近并潜行即可撤离。
- 挑战结束、超时或死亡后,会返回主世界并恢复进入前的游戏模式。
当前特性
- 关卡、维度、怪物池、波次和奖励表均由数据包驱动。
- 支持多房间组并发使用,只有某个维度全部房间组都被占用时才会禁止进入。
- 支持普通房、精英房、奖励房和 Boss 房四类核心房间流程。
- 支持怪物生命、攻击、伤害减免和掉落倍率缩放。
- 支持奖励房清场后发奖,Boss 击败后再发放 Boss 奖励。
- 支持 Roguelike 维度内禁止放置和破坏方块。
- 支持挑战超时提示、强制结算和结算结果界面。
Datapack
默认维度配置位于 src/main/resources/data/roguelikeworld/roguelike_dimension_profiles。
维度配置常用字段:
- id: 地牢维度 ID,必须与实际维度 ID 一致。
- titleKey / descriptionKey: 维度名称与描述的语言键;可省略,省略时默认使用 dimension.<namespace>.<path> 和对应的 .desc。
- floorBlock / wallBlock / accentBlock / rewardBlock: 地板、墙体、强调块、奖励容器方块。
- roomGroupCount: 该维度同时可用的房间组数量。
- roomGroupSpacingChunks: 房间组之间的区块间隔,用于拉开不同房间组的位置。
- roomRows / roomColumns: 房间网格大小。
- baseRoomSize: 单个房间的基础边长。
- bossRow / bossColumn: Boss 房所在网格坐标。
- treasureRooms: 奖励房数量。
新增维度时需要同时提供:
- Minecraft/NeoForge 原生维度数据,例如 data/<namespace>/dimension 和需要时的 dimension_type。
- 一份 roguelike_dimension_profiles/<name>.json,id 指向这个维度。
- 至少一个关卡文件把 dimensionId 指向该维度。
运行规则:
- 每个维度会按 roomGroupCount 提供多组房间,进入时分配空闲组。
- 只有该维度所有房间组都被占用时,玩家才会收到等待提示。
- 玩家退出、超时、死亡或异常离开后,会清空并重建自己使用的那一组房间。
- Roguelike 维度内不允许方块破坏和放置。
默认关卡数据位于 src/main/resources/data/roguelikeworld/roguelike_stages。
关卡文件常用字段:
- id: 当前关卡的唯一 ID。
- dimensionId: 该关卡使用的地牢维度/场景配置。
- order: 关卡顺序,决定线性解锁关系。
- titleKey / descriptionKey: 对应语言文件里的名称和描述键。
- scalars.mobHealthMultiplier: 怪物生命倍率。
- scalars.mobDamageMultiplier: 怪物伤害倍率。
- scalars.mobDamageReduction: 怪物额外伤害减免比例。
- scalars.mobDamageReductionCap: 怪物伤害减免上限,最终减免不会超过该值。
- scalars.lootMultiplier: 战利品数量倍率。
- scalars.roomSizeBonus: 房间尺寸额外修正。
- scalars.rewardBlocks: 奖励房和 Boss 房生成的奖励容器数量基准。
- scalars.combatMonsterMin / scalars.combatMonsterMax: 未配置 combatWaves 时,普通房单波怪物数量范围。
- scalars.eliteMonsterCount: 精英房怪物数量。
- scalars.treasureGuardCount: 奖励房守卫数量。
- scalars.bossReinforcementCount: Boss 二阶段增援数量。
- combatWaves: 普通房波次列表;每一项代表一波。
- eliteWaves: 精英房波次列表;省略时回退到单波和 scalars.eliteMonsterCount。
- treasureWaves: 奖励房守卫波次列表;省略时回退到单波和 scalars.treasureGuardCount。
- combatWaves[].monsterMin / combatWaves[].monsterMax: 该波怪物数量范围。
- combatWaves[].monsterPool: 可选,覆盖当前波使用的普通怪物池;不写则沿用 pools.combatMonsterPool。
- eliteWaves[].monsterMin / eliteWaves[].monsterMax: 该波精英怪数量范围。
- eliteWaves[].monsterPool: 可选,覆盖当前波使用的精英怪池;不写则沿用 pools.eliteMonsterPool。
- treasureWaves[].monsterMin / treasureWaves[].monsterMax: 该波奖励房守卫数量范围。
- treasureWaves[].monsterPool: 可选,覆盖当前波奖励房守卫怪池;不写则沿用 pools.combatMonsterPool。
- pools.combatMonsterPool: 普通房默认怪物池。
- pools.eliteMonsterPool: 精英房怪物池。
- pools.bossMonsterPool: Boss 候选池。
- pools.rewardLootTables: 奖励容器可抽取的战利品表。
说明:
- 除 Boss 房外,战斗房、精英房、奖励房都支持波次;清完当前波后才会进入下一波,最后一波结束才开门。
- 如果 waves 配置省略,会回退到各自原本的单波数量字段。
- 奖励房最终奖励会在最后一波守卫清完后生成,Boss 房奖励会在 Boss 被击杀后生成。
- 额外维度不是硬编码写死的;只要原生维度数据、dimension profile 和 stage 配置都存在,就会被动态识别。
Roguelike World (English)
Default Content
This mod currently provides only one roguelike dimension and one stage:
- Dimension: Ashen Catacombs (roguelikeworld:ashen_catacombs)
- Stage: Ashen Entry (roguelikeworld:ashen_entry)
Dimension settings overview:
- 3 room groups, up to 3 players can be assigned to different groups simultaneously.
- Each group is a 4 x 4 room grid.
- Base room size: 32.
- Boss room fixed at (3, 3).
- 2 reward rooms by default.
- Main blocks: deepslate bricks, deepslate tiles, gilded blackstone. Reward containers use barrels.
Stage settings overview:
- Stage 1, uses Ashen Catacombs dimension.
- Mob health multiplier: 1.1, damage multiplier: 1.0.
- Loot multiplier: 1.05.
- Combat rooms: 2 waves, first wave 2 mobs, second wave 2-3 mobs.
- Elite rooms: 2 waves, 1-2 mobs per wave.
- Reward rooms: 2 waves, 1 guard per wave.
- Boss pool: Warden, phase two reinforcement count: 2.
- Reward loot tables: vanilla stronghold corridor and dungeon chests.
Gameplay
The dungeon uses a linear stage system.
- Use the
/rlwcommand (permission level 4) to open the stage selection screen. - You can also use the Dungeon Key item on the Dungeon Portal block to open the same screen.
- After entering, you are teleported to the dimension and switched to Adventure mode.
- Each entry assigns you an isolated room group, preventing interference between players.
- Room layout is randomized each time; if you die, timeout, leave, or disconnect, your group is cleared and rebuilt.
- Rebuilding clears all mobs and dropped items in the group, preventing leftover entities from affecting new runs.
- Progression relies on door barriers; combat, elite, and reward rooms are sealed until all waves are cleared.
- Boss room is sealed; phase two triggers reinforcements when boss health drops.
- Defeating the boss spawns rewards and activates the extraction altar; sneak near it to leave.
- After finishing, timeout, or death, you return to the overworld and your previous game mode is restored.
Features
- Stages, dimensions, mob pools, waves, and rewards are all data-driven.
- Supports multiple room groups per dimension; entry is blocked only if all groups are occupied.
- Supports combat, elite, reward, and boss room flows.
- Mob health, damage, resistance, and loot scaling.
- Rewards are given after clearing reward rooms and after defeating the boss.
- Block breaking and placing are disabled in roguelike dimensions.
- Timeout warnings, forced settlement, and result screens are supported.
Datapack
Dimension profiles are in src/main/resources/data/roguelikeworld/roguelike_dimension_profiles.
Common dimension fields:
- id: Dimension ID, must match actual dimension.
- titleKey / descriptionKey: Language keys for name and description; defaults to
dimension.<namespace>.<path>and.descif omitted. - floorBlock / wallBlock / accentBlock / rewardBlock: Floor, wall, accent, reward container blocks.
- roomGroupCount: Number of room groups available in the dimension.
- roomGroupSpacingChunks: Chunk spacing between groups.
- roomRows / roomColumns: Room grid size.
- baseRoomSize: Base room edge length.
- bossRow / bossColumn: Boss room grid coordinates.
- treasureRooms: Number of reward rooms.
To add a new dimension, provide:
- Vanilla/NeoForge dimension data (e.g.
data/<namespace>/dimensionanddimension_typeif needed). - A
roguelike_dimension_profiles/<name>.jsonfile with id pointing to the dimension. - At least one stage file with
dimensionIdpointing to the dimension.
Rules:
- Each dimension provides multiple room groups; entry assigns a free group.
- Only when all groups are occupied will players see a waiting prompt.
- Leaving, timeout, death, or disconnect clears and rebuilds your group.
- Block breaking and placing are not allowed in roguelike dimensions.
Stage data is in src/main/resources/data/roguelikeworld/roguelike_stages.
Common stage fields:
- id: Unique stage ID.
- dimensionId: Dimension used for this stage.
- order: Stage order, determines linear unlock.
- titleKey / descriptionKey: Language keys for name and description.
- scalars.mobHealthMultiplier: Mob health multiplier.
- scalars.mobDamageMultiplier: Mob damage multiplier.
- scalars.mobDamageReduction: Mob extra damage resistance.
- scalars.mobDamageReductionCap: Resistance cap.
- scalars.lootMultiplier: Loot multiplier.
- scalars.roomSizeBonus: Room size adjustment.
- scalars.rewardBlocks: Number of reward containers in reward/boss rooms.
- scalars.combatMonsterMin / scalars.combatMonsterMax: Combat room mob count range if
combatWavesis omitted. - scalars.eliteMonsterCount: Elite room mob count.
- scalars.treasureGuardCount: Reward room guard count.
- scalars.bossReinforcementCount: Boss phase two reinforcement count.
- combatWaves: List of combat room waves; each entry is a wave.
- eliteWaves: List of elite room waves; falls back to single wave and
scalars.eliteMonsterCountif omitted. - treasureWaves: List of reward room guard waves; falls back to single wave and
scalars.treasureGuardCountif omitted. - combatWaves[].monsterMin / combatWaves[].monsterMax: Mob count range per wave.
- combatWaves[].monsterPool: Optional, overrides default pool for the wave; otherwise uses
pools.combatMonsterPool. - eliteWaves[].monsterMin / eliteWaves[].monsterMax: Elite mob count range per wave.
- eliteWaves[].monsterPool: Optional, overrides default pool for the wave; otherwise uses
pools.eliteMonsterPool. - treasureWaves[].monsterMin / treasureWaves[].monsterMax: Reward room guard count range per wave.
- treasureWaves[].monsterPool: Optional, overrides default pool for the wave; otherwise uses
pools.combatMonsterPool. - pools.combatMonsterPool: Default combat mob pool.
- pools.eliteMonsterPool: Elite mob pool.
- pools.bossMonsterPool: Boss pool.
- pools.rewardLootTables: Reward loot tables.
Notes:
- Combat, elite, and reward rooms support waves; only after clearing all waves will the door open.
- If waves are omitted, falls back to single wave count fields.
- Final reward in reward rooms is generated after clearing the last guard wave; boss rewards are generated after defeating the boss.
- Extra dimensions are not hardcoded; as long as vanilla dimension data, profile, and stage config exist, they are recognized dynamically.
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources