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Dungeon Creation Kit

Dungeon creation kit is a utility for designing your own Caves, Dungeons, and Instanced areas created using Azumatt's Item Manager and Piece Manager Mod Template's its goal is to allow fun multi level Dungeon creation.

Date uploaded 9 months ago
Version 1.0.2
Download link MoonTower-Dungeon_Creation_Kit-1.0.2.zip
Downloads 180
Dependency string MoonTower-Dungeon_Creation_Kit-1.0.2

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333

README

Dungeon Creation Kit

Dungeon Creation kit is created using Azumatt’s Piece and Item manager templates, it contains a wide range of Pieces for building Dungeons, Burrows And special areas. Most of these Pieces use newly created materials these come in 2 tiers the basic tier which have their own respawning harvest type (mining or cutting) and Advanced these do not have a designated harvester but can sometimes drop from the largest harvest pieces, all materials can also be created at the altar to Ymir by sacrificing specific materials but this is not the most efficient way always to get them. Dungeon Creation Kit can be utilized by players or server admins The current Dungeon types are divided between 6 gems of creation 5 of those being themed dungeons and the 6th is a utility gem to aid in building. These gems are.

	Alfheim

The theme of Alfheim is a large otherworldly foreboding forest, with Tree villages, Vallies, Hills and Hidden underground Burrows and animal dens. Primarily designed as a place for ferocious beasts and Elves.

Dungeon types: Burrows, Ancient forest floor, Tree top village, inner tree village.

Resources needed: Earth, sacredwood, Essenceofunyielding

Environments: Dirt pile - Infected Mine, Grassy patch & Elven lamp - Misty

The Burrows grant access to building respawning resources of Earth, Wood, Mushrooms, and Sacred wood

The Ancient forest floor grant access to building respawning resources of Fruit, Wood, Resin, Feathers, Sacred wood

	Jotunheim

The theme of Jotunheim is deep rocky caverns, dark wet caves, hidden underground pools and Deep dark underground lakes. A place for goblins, Trolls, Giants, darkness loving creatures and young serpents.

Dungeon types: Caves, Water caves

Resources needed: Granite, Essenceofunyielding, Essenceofflowing

Environments: Rock - Crypt, Stalactite - SunkenCrypt

The caves grant access to building respawning resources of Stone, Flint, Tin, Copper

The Water caves grant access to respawning Fish

	Muspelheim

The theme of Muspelheim is cold smokey lava tubes, hot scorched rocks, and lava filled chasms, the landscape of Muspelheim is is treacherous as that which would make this place its home, Lava blobs, fire dragons and serpents, Fire giants, would all be at home here.

Dungeon types: Lava caves, Cooled lava caves

New Resources: Basalt, Essenceofheat

Environments: Smoke - Ashlands Cinder Rain

Both grant access to building respawning resources of Basalt, Obsidian, Black metal, Flametal, and Surtling core’s

Lava areas are full of floor damage tiles

	Nidavellir

The theme of Nidavellir is that of industry and dwarven metalworking, with stone labyrinths, sludge filled sewers, and Deep mines many creatures could find homes here from dwarves to wild animals and giant spiders to rotting undead and disgusting living piles of muck.

Dungeon types: Labyrinths, Sewers, Mines

New Resources: Earth, Essenceofheat, Essenceofflowing, Essenceofunyielding

Environments: Crate, Mine shaft lining - InfectedMine

The Mines grant access to building respawning resources of Flint, Tin, Copper, Iron, and Silver

	Niflheim

The theme of Niflheim is Ice and cold full of freezing Granite caves, Icy frozen expanses and Deep snow burrows, only spirits, giants, and animals with thick fur and resistance to cold would dare to try to live within the frozen passages of Niflheim

Dungeon types: Granite Caves, Ice caves, Snow Burrows

New Resources: Granite, Ice crystals, Essenceofcold

Environments: Granite maw - Crypt, Frozen drift - Twilight Snow

The Granite caves grant access to building respawning resources of Granite, Iron, Silver

The Ice Caves grant access to building respawning resources of Ice Crystals

*Resource nodes can be built outside of their Main area Theme as long as the Right connectors are in place

**I currently I have no means to set up a lock system so that server admins can decide if they want players using different pieces or not but this is something I want for the future

	Ymir

Ymir’s gem has no theme attached to it but rather it is a gem of utility, Piece attaching can be finicky even in vanilla Valheim and something as complex as creating a modular dungeon setup Is even more finicky as such Gem of Ymir was used to address this it acts as the ability to lay the Basic dungeon foundation and overall dungeon expansion nodes once you reach the buildable edges, however it also gives access to Scaffolding tools that can be used inside and outside the dungeon kit to aid in building while their primary use is in the dungeon kit I figured they could be useful elsewhere. Scaffolding is also useful for adding decorations to hard to reach places and for adding special tiles like the water Lava and Muck liquids as well as containing 2 sizes of safety net for more cautious or new builders. Scaffolding is not meant as a permanent structure however and easily breakable (its main way of dismissing it after using it is to hit the sign with something) so its not really suitable for high traffic/combat areas. As a final bonus the Ymir gem contains destructible versions of some dungeon build pieces like stairs, bridges and trackways as some of these could be nice to have outside in your own normal builds I figured.

	How to use the scaffolding

1 place scaffolding in the place where you want to put down a piece you would like

2 choose the piece you wish you create from the gem of creation

3 aim cursor at the ground of the scaffolding and move forward until that piece Snapp's into place

4 once snapped into place click to place and then go hit the scaffolding's sign To remove it

	How to place a dungeon entrance

1 You will first need to build an Alter to Ymir this will grant you access to gems of creation as well as some recipes where you can sacrifice materials to gain access to some more advanced building materials.

2 Build yourself a gem of creation and A Gem of Ymir most of the pieces will likely not be buildable right away even with access to the advanced building materials some will require components from monsters that are far too deadly for early game gathering but you should be able to build some of the more basic structures allowing for small caves (note this is mainly meant for players playing solo or with friends if your a server admin building for your players to adventure in then you can just use dev commands and skip all the material gathering)

3 you will need to flatten out an area and place an entrance from within the Ymir gem (it should be A large square and a small coloured square)

4 you will now switch to one of the themed gems you can place a cave entrance design and then a cave type (these are under the entrance tab and will be limited at first) The cave type will appear as a small coloured square (the actual cave is way up in the sky) line up the square with the entrance square until they snap together and then place it, after this enter your new cave

5 Currently you can not build much you need to set the staging area “Dungeon Stage summon (Dungeon extension)” this is back in your Ymir gem under the entrances tab (black square with a sign). Once placed you need to break it any weapon should do the trick however your fists will work in a pinch as well. Cover the newly summoned Dungeon Stage marker it will likely take away from the adventure aesthetics to leave it uncovered (the next step depending on its size might do a good job at this)

5a the dungeon stage has a set size it allows about 15 single sized pieces in any one (it also covers 4 pieces up and 1 piece down* to build beyond this you will need to add “Dungeon Stage Extender (Dungeon extension)” (also in Ymir gem under entrances) near the edges so that a new a “Dungeon Stage” can be placed, it is advisable to cover these markers with Decorations so that they do not detract from the design

6 We now have the basic stage area but we need to place a theme tile that will allow for building themed blocks within the dungeon and also set the dungeons environment. This will be under the Entrances tab of the gem you are choosing to use and labeled as an extender

6a you can mix and match the theme tiles only one environment will be displayed though however you should still be able to build the pieces assosiated with both overlapping Theme's I encourage experinmentation with differnt pieces to get the look you want and if the theme you want is beeing overwriten you can remove the unwanted theme tiles to restore the wanted theme

7 you are now ready to expand the Dungeon or just Fill in the holes with walls to keep it to a small one room structure (or just close it off till your ready to expand) Wall pieces are kept within the Room kit tab most items in there are individual pieces and quite a few are for more advanced building methods the gems are fully usable with minimal usage of the room kit however you have much greater design Flexibility if you do choose to use it

	Placing a dungeon pieces

Most build pieces have snap points however some decorative pieces are designed specifically without them as it would make very little sense to have them there

1 choose the exit you want to place your piece if you have previously placed a wall there, remove it.

2 place down the scaffolding by aiming at the floor near the center of the exit you created and move towards it until the scaffolding snaps into place so that it will be located where the new piece should be larger pieces will require more scaffolding further out as you will build from inside the placed piece (if it is a double exit then center of the left or right side depending where you want to build from)

3 select the piece you would like to place and aim at the floor like before and move along the scaffolding until you see it snap into place and then set it down (some tiles might require specialty scaffolding to place such as water or lava.

4 remove scaffolding this can be done simply by attacking it scaffolding is fragile and meant to be easy to remove.

5 if you plan to expand further place new scaffolding otherwise close off holes with new wall pieces and enjoy your new expansion

** if you are having problems placing objects use the scaffolding a lot of pieces within this are designed to be used with scaffolding, do not worry about realism with scaffolding or physics etc these pieces exist to be used to place an object then be destroyed so if your scaffolding piece is floating without any bracing it doesn't matter as long as you remember to place it on the end product (if that's how you want it)

Note - snap points on scaffolding are in the center of each edge Instead of the normal corners, the snap points on most non decorative pieces Are also like this to match up with the scaffolding, most decorative pieces if they have Snap points will not be designed to connect to the scaffolding however A large portion of the construction kit’s pieces will be scaffolding compatible. The Ymir kit also includes a 1x1 and 3x4 set of "safety nets” you can place down using scaffolding to help prevent falling if your worried about such things

Several construction items have been added as well as some new precious gems These show up in the config options and should be changeable to better fit the likes and needs of the server but I have tried my best to be balanced with their Requirements. Set pieces currently are not within the config files as there are a Lot of them however if enough people desire it I might think of adding them as I Could see a server admin desiring to set up their own requirements.

Note from the Author

I have worked on this a long time and this is about as far as I can get with my skill level there are things I know that can be done to improve it as well as things I may not realize, there is also a chance that errors have in fact creeped into my work if you see any glaring flaws or issues feel free to let me know. That said this should be fully useable within game and shouldn't cause any problems unless I have overlooked something (this is possible) its just not quite Where I wished it would be had I more skill at this

Things that can be improved include

Setting it up so that there is a specific “hammer/gem” for destroying main set pieces these would be the pieces in the categories of “Corridors”, “Entrances/Floors”,”Rooms”. And “RoomKit” most of the things in those categories are things you don't really want to accidentally remove while decorating or adding normal game pieces this would be done in code and I have very low skill in coding

Having the resource pieces drops handled by the code portion instead of the unity portion as to not drag over unnecessary elements that can create conflicts, it would also help lower the overall size of the mod

Better resource timers the current timer works but it seems it does not save itself once done or maybe it reinitializes itself on login/out on a long running server this should not be an issue really as the server would be running for very long periods of time but in single player it is a bit of an issue and I might have to change some of the timers to make them more user friendly unless I can have it save between sessions (longest timer is currently around 5 hours)

Would be nice

The ability to set it so some pieces can be spun in any of the 3 axis (XYZ) some pieces would definitely benefit from this and there are mods that allow this but adding a rudimentary version to this would allow me to remove a few duplicate pieces such as the sewer pipes and would allow for better creative freedom in the “RoomKit” category

	And now to thank those that have helped or contributed in some way

Grave bear - helped me work through some stuff as well as gave me access to some textures and normals that greatly enhanced the project it went from looking meh to looking really nice thanks and sorry I took so long to release

Azumatt - aside from using his piece and Item templates I have had one or two conversations with him that helped and his video’s where a HUGE help when I first got into this and even near end stages

Sbtoonz - I believe they are the creator of the original Basements mod and I assume the creator of the basement code that controls the environment. Without this framework the Themed atmosphere pieces would not work and we would be stuck with the default daylight/nighttime look not befitting caves and other areas

The discords of Azumatt Mod Hub, Jotunn, the Valheim Library, Odin Plus, Valheim Modding. These are a Fount of Knowledge I often could find the help I needed without asking many questions at all just by doing a quick search for the problems I was having

The Creators of Valheim I mean without them there would be no Valheim for me to have modded and no Dungeon creation kit created

Requirements

Requires BepInEx

Compatibility

This mod uses several in game resources such as wood and ores because of the way its currently implemented it brings the vanilla assets over with it if you have other mods that touch on any of these assets and alter them make sure to place this mode so that the other mode is overwriting those assets as there are no meaningful asset changes to the resources that are brought over. Should be compatible with anything that Piece Manager and Item Manager are compatible with that does not use any of the Piece names I have used (actual piece names are rather unique and convoluted so that hopefully is almost a non issue). I have also tried hard to remove incompatibilities with things that use the Basement code for controlling the environment so hopefully there are none there however when mixing this with other things that use dungeons be aware there might be something I missed.

Contact

Email: [email protected] Discord Moon Tower: https://discord.gg/vmjhAFHXYy

CHANGELOG

Version Update Notes
1.0.0 - Initial Release
1.0.1 - added discord link to description for better contact no other changes
1.0.2 - Fixed LOD issue where objects where dissapearing way too soon when they should have been visable
1.0.3 - new removal tool added many pieces will only respond to this particular tool this will allow you
to build normal pieces within the player made dudgeon set without risk of removing your dudgeon
when removing normal pieces feel free to build inside the player made dudgeon now
1.0.4 - changed how illusionary walls and water works they nolonger have tinny side cooliders in the
corners and edges instead they can be removed useing normal tools as if they where a normal
solid piece
1.0.5 - upgrade of drop mechanics drops are now set in the config they come with defaults and it is up
to the server owner if they wish to change these (player in single player) because of this the
mod is no longer reliant on Unity to bring its drops into the game this also lowers the file size
and should no longer overwrite the vanilla items within the game
2.0.0 - how resource spawners work on the backend has been changed old resource spawners incompatible
all objects with timers this includes branches and some decorations like grasses or toadstools
are now incompatible with previous versions due to a change to how timers work.
- timers now work properly they are consistent between login and logout and the finished state
now stays finished no more resource or other objects resetting because of logout, further more
how much time is left before respawn is also remembered so no worries about long timers
- objects with timers now are configurable they come with a base time already set but server admin
or player in solo can change the timer as desired
- Config cleanup, there were many options in the config that where unnecessary for what I wanted
in this project and they just added to the confusion so they have been disabled to make config
look cleaner and a bit easier to read
2.0.1 - quick fix to fix up version mismatch and bad font setup of readme file
2.1.0 - NEW Advanced Rotation setting in config off by default for compatibility with other builder mods
when turned on will allow a basic level of XYZ rotation control on specific objects in the kit
- A white list has been added this allows you to temporarily add objects from Vanilla valheim and
other mods as well to the rotation controls for those who don't use a dedicated building mod
- Resource providers now have in their description what Pieces they connect to this is to make it
easier to know what you need to place to build them
- Branch medium 3 both leaf and needle was changed it was previously not centered causing it to be
harder to place properly
- fixed Flora transparency a lot of Flora pieces where previously see through and should not have
been I did not like this so I fixed it
- some pieces where not properly set to be indestructible by normal hammers this has been fixed
- Redundant extra sewer pieces removed since Advanced Rotation allows you to turn the piece in the
2.2.0 - NEW "User-Friendly Placement" mode in options with this turned on the assigned key will offset
most of the set pieces from corridors, and Rooms this will allow you to slightly displace the
placement object in the direction your facing snap points remain on the object so just line the
image up where the center snappoints should connect more instructions are on the discord on the
Readme and in the download description
note some objects still require scaffolding
- it is unwise to have this mode on with outside builder mods turn this option off to use them
- Fixed flashing tiles in Muspelheim and Jotunheim several tiles where not aligned right and caused
blinking or flashing graphical errors if anyone finds more of these in the main play areas of the
dungeon let me know either in email or on my discord.
- some Icons where wrong in the build menu I fixed them
2.3.0 - new workbench for admin tools to keep some of the new items out of the hands of players I have
set the new Solarsteinn, and Monster's Heart to this workbench which is set to admin only. this
have much impact for single player but should prevent players from reaching these tools on
Servers
- 2 new admin tools, The Solarsteinn allows you to copy the weather of the area you are standing in
will remain that weather till you turn it off, this is to aid in constructing in dark areas
of the dungeon without the need to use admin commands.
Monster's Heart this is a special hammer it grants access to the new monster spawners and to
new type of respawning lootable treasure objects.
- MONSTER SPAWNERS I have implemented the first part of my plan to implement Monster spawners. the
current ones are the basic form I am working on an attempt at a more advanced form for now though
these spawners will allow you to set up a list of monsters cycle through it and place them it
should allow any monster in game and potentially monsters from other mods as you just need to
know the monsters prefab name
- Lootable treasure objects. these are special objects such as treasure chests and barrels etc you
can set the type of loot it will drop in the config and its chances to drop this allows you to
create treasure rooms or have rooms guarded by a boss that you can loot as well
- Asset cleanup there where more minor asset issues a few flashing pieces some misaligned numbers
for resource droppers, some naming issues, and a few other things these should all be cleaned up
now
- added message for special pieces when they require a specific tool to deconstruct
- Compatibility ISSUE FIXED it came to my attention that due to a misunderstanding some of
my previous versions likely are not good compatibility wise with other mods that use
piece manager this has been fixed now but for anyone using older versions do be aware there
might be some issues.
- config cleanup merged some configs together to make things more tidy
3.0.0 - compatibility with previous versions is very low it is best to apply this version to a fresh game
- Spawners now have a UI panel while holding the Monsters heart you can press F initiate the UI
panel when looking at the spawner you want to edit with the Monster's heart on
- monsters heart now updated to show a more info when pointing at Dungeon kit monster spawners
and loot spawners this allows one to see what a spawner does at a glance
- Spawners now can be individually edited once placed to allow for subtle or major changes to its
functionality.
- Monster spawners now have the following editable functions, Monster type, Monster level,
Cooldown, max creatures spawned, Trigger radious, Spawn radious, Spawn mode, Faction
- Monster spawners now have the ability to summon monsters randomly from its list
- Treasure spawners now have the following editable function Cooldown, Loottable, drop type
- Medium and Large spawners removed As their functionality is obsoleted by the UI panel
as such games that have these spawners might have issues or the spawners will just be gone
- Monster spawners now have a default Vanilla list of monsters the old config list remains but now
has added functionality as the List name can now be selected under the monsters category as well
and will act as a random monster list summoning any monster in your list not just one set monster
- the old Fish spawner is now a Water Spawner useful for spawning water monsters or fish
- extended the range downward of the dungeon stage a bit this should allow for the building of
decorations in deep water
- added green marker to dungeon stage and Dungeon Stage Extender to make it easier to see when they
have moved out of placeable range
- extended the range up and down of the Dungeon Stage Extender this should make creating floor
transitions significantly easier
- Config cleanup merged some categories and did some general cleanup
3.0.1 - several pieces accidentally required the admin alter this has been remedied they should have
returned to requiring the alter of ymir large portions of the "Entry/Floors" tab was affected as
well as the "Decorations" tab in Gem of creation Ymir they now properly require Altar of Ymir
- The following pieces have been set to admin only to keep out of the hands of players on servers
(if they want a personal dungeon they can ask admins for one if the server allows that type of
request). Cave Entrance trigger, Cave Entrance trigger (Exit),
Dungeon Stage Extender (Dungeon extension), Dungeon Stage (Dungeon extension),
EXTEND_Stagearea_Summon
- To prevent player abuse if admins allow players to use the gems of creation the following
scaffolding now requires a Dungeon Stage Extender (Dungeon extension) to build (admins will have
to leave the Dungeon Stage Extender (Dungeon extension) in place while players build and it can
be removed later).
Basic scaffolding platform (exit straight, left, right), Liquid attachment scaffolding,
Basic scaffolding Upper platform (exit straight, left, right),
scaffolding (exit straight, left, right), scaffolding 3x3 (exit straight, left, right),
scaffolding 5x5 (exit straight, left, right), Safety net, Safety net 3x3,
scaffolding (exit straight, left, right),scaffolding down (exit straight, left, right)
3.0.2 - Request for admins to have better control so I have changed Altar of Ymir to admin only
this should have almost no impact on solo players and a positive impact on administration as they
become the sole providers of the creation gems and the materials within Altar of Ymir if they
want players to have access they can put the alter in a player zone or hand individual gems to
trusted players, or just set up a specific build area for their players
- added new info to Resource extenders signaling which Theme extender they belong to
3.0.3 - removed the back board on the scaffolding (exit straight, left, right) you should be able to
enter it from the back now meaning if its facing the wall to do upper walls you can get in
- shrunk the extenders to make them easier to hide under things
- fixed missing collider on Aquatic rock bank wide
- fixed descriptions on Aquatic rock bank and Aquatic rock bank wide had them on the wrong pieces
3.0.4 - changed drop mechanics this should allow for more compatibility with other mods and be less prone
to breaking on game updates
- changed the radius of the exploding resources through testing I found it to be a bit much and
gave no chance to run away
- lowered the damage on exploding nodes hopefully they are more player friendly and less kill happy
- added some better sound to dirt piles, all the crystal nodes, and the ice nodes,
3.0.5 - fixed a warning with a double Znet view when resources "seeds" changed to a harvestable resource
when out of zone, failed to catch this issue on initial release and apparently it has been
kicking in the background until I discovered it over the new year holiday
- fixed issue with drops from the ancient elm, large spruce,and huge mushrooms, the change over to
destructables was not done quite properly for these pieces and caused them to glitch when
spawning their logs, this has been remedied
- the change from Treebase/treeLog Script caused larger logs to spawn the smaller logs in a way
thats not visually pleasing and feels wrong, Treelog script however seems to be changed by other
mods and causes conflict when not attached to a TreeBase script and a grow script, as such logs
from large trees will not split into 3 smaller logs when broken they will just drop the loot
equivalent of the 3 logs it used to split into
- fixed the cost for resource nodes, at some point the wrong math was used causing them to be
considerably more expensive than originally intended
- some costs on pieces had the wrong costs input these have been fixed will not affect pices
already placed
- to get the effects of the new cost changes and new resource costs you will have to delete your
old config file so take note of your settings before you do if you had altered the costs and
drops (this mostly affects solo players who don't use free build mode)
3.1.0 - Framework Upgrade from .NET 4.6 to .NET 4.8
- Manager updated ItemManager and PieceManager to their newer versions to be compatable
with the recent Update