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Config File (MC 1.12.2 and earlier)

JaredBGreat edited this page Feb 13, 2025 · 3 revisions

API Settings

DisableApiCalls: If set to true other mods cannot alter setting or themes / mob through the API (default is false).

DontAllowApiOnMobs: If set to true other mods cannot add or remove mobs from themes (defaults to false), even if API calls are allowed. This can be accomplished per-theme by not assigning a theme type.

Debugging Settings

These are for developer use in testing and debugging and should not be turned on. Some of these would function as cheats if enabled, while others will needlessly decrease performance in order to write to the console.

AutoProfilingOn: May do nothing (usually) or write tons of stuff to the console (laggy), depending on what I have set up to profile. This should be kept turned off (leave it alone).

BuildFlyingMap: This will cause a map of the dungeon to generate in the sky overhead, showing walls and ideal routing through the dungeon.

BuildPole: Should not be used except for testing; it places a quart pillar from y=5 to y=250 through the technical center of the dungeon and frames it with a flying lapis square marking the boundaries. Usually I'd call this cheating.

FailfastLoot: This could be useful to modpack developers during development, to make sure there are no errors in the loot table (but they should have it off in the distributed pack). This will cause Minecraft to crash if invalid items are found in loot table; technically it turns of failsafes that would otherwise prevent the crash.

General Settings

FrequencyScale: How common the dungeons are, with each increase of one making them half as common (so be careful). The default is now seven. This basically determines the average distance between dungeons, so remember a higher number mean fewer dungeons.

MinChunkXY: No dungeons will spawn within this many chunks of spawn. Note that this applies to where the center of the dungeon is, not to its edge.

Difficulty: How hard the dungeons should be; this will affect the frequency and difficulty of mobs spawners.

  • 0: No spawners or chests
  • 1: Baby level ("I'm too young to die!")
  • 2: Noob level ("Hey, not too rough!")
  • 3: Default level ("Hurt me plenty!")
  • 4: Hard level ("Ultra-Violence!")
  • 5: Crazy level ("Nightmare!")

NeverInBiomeTypes: List any biome types you don't want dungeons to ever spawn in; default list consists only of "END" but any valid biome dictionary type will do. These must be types from the Forge biome dictionary, using the names of actual biomes will not work!

ExportLists: False by default; if set to true three list (mobs.txt, items.txt, and blocks.txt) will be exported to config/DLDungeonsThemes/Lists. These are lists for mod-pack makers and other to get lists of usable content for themes with IDs / correct names.

Dimensions: This list dimension, one per line by dimension ID (not the name, it must be a number) - whether or not they actually can depend on how that dimension handles world gen. The meaning of this is determined by the OnlySpawnInListedDims; if that is true it allows dungeons in the dimensions listed here, if that is false it blocks them from spawning in these dimensions. Put differently, this may be either a list of allowed dimensions of a list of banned dimension.

ObeyFeatureSpawningRule: If set to true (default) the mod will only generate dungeons if the world is set to spawn structures. If there will be dungeons regardless.

OnlySpawnInListedDims: If true (default) dungeons will only spawn in the dimension listed in the Dimensions tag (above) and not in any other; these are allowed dimensions. If set to false this is reversed, so dungeons will spawn in dimensions not listed and never in those that are (should help with Mystcraft compatibility); these are now banned dimension (any others are good).

SpawnWithWordgen: If set to false, no dungeons will be created with world-gen, and will only exist if created using the /dldspawn command.

AnnounceCommands: If true, confirmation for commands will be sent to chat.

StingyWithLoot: If you think the chest are too generous, this will make them stingy!

EasyFind: If true, all dungeons that can normally have an entrance will have at least one and all entrances will have a building or ruin around them. More than one entrance is still possible, and dungeon themes that never have entrance still will not have them.

InstallThemes: Defaults to true. If set to false, the themes folder can remain empty, though I don't know why you'd want that!

InstallThemesByCommand: Defaults to true. If set to false, the /dldInstallThemes and /dldForceInstallThemes commands won't work. Intended as a safety / security feature.

SingleEntrances: This will cause all dungeons to have exactly one entrance, preventing both multiple entrance and hidden dungeons without an entrance -- basically making it a more "typical" modded dungeon, where players enter the designated place. It does not guarantee the entrance will be easy to find.

ThinSpawners: If set to true (default) dungeons will thin their spawners to a level close to average for a large size dungeon. This is to prevent tiny and small dungeons from being so packed the mobs spawn faster than you can attack (yes, I've seen that happen in older version).

Loot Settings

Perhaps the complex part of the config. This can change both the quantity and quality of loot. To understand how this works, the number of items put into a chest is determined by:

random.nextInt(A1 + (RoomDifficulty / B1)) + C1 for basic chests and random.nextInt(A2 + (RoomDifficulty / B2)) + C2 per category for treasure chests (though ones sitting on harder spawners in the middle of "boss" rooms).

For example, if A1 was 3, B1 was 2, C1 was 2, and the room difficulty was 4, it would roll a number between 0 and 4 and add 2, for 2 to 6 items. This is because 4/2 = 2, 3+2 = 5, and random.nextInt(5) gives 0 to 4 -- 0 to one less than the number it was given -- and then it adds C1, which is 2. To put it differently, A is the starting "dice" size, B divides the level to tell how much bigger to make the die (so it doesn't increase too much), and C is a base number of items to add on automatically (so C is the minimum number of items).

Once again, A1, B1, and C1 apply to normal chests and effect the total number of items, while A2, B2, and C2 apply to the "boss" chests and effect the number of items from each category since these chests contain gear, health, and loot items.

Loot Bonus: This is a number of difficulty levels to add to every single chest, causing loot to be place as if the room were that much harder. One is the default. When editing this you can go from pathetic to overpowered with just a few numbers up; test as see what you like.

NerfEpicLoot: If this is turned on level 8 loot (the highest tier, originally only intended if you had something like a Wither Boss spawner) will be less common in rooms without a boss level spawner. Maybe fighting multiple Withers has earned you a bonus beacon or an everlasting god-pick, but just how many of those items should you find just laying around with non-boss-tier spawners? Technically, if turned on it will treat level 8 loot as level 10+, with levels calculated as 8 and 9 being treated as level 7 (unless the spawner is for bosses). Also, anytime a level 8 item is given without a boss tier spawner present it will decrease the effective level of subsequent loot by one, so as to limit the number of times that can happen (and charge something the epic item).

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