MoonTower-Dungeon_Creation_Kit icon

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.

Last updated 5 days ago
Total downloads 639
Total rating 1 
Categories Mods Tools Crafting Utility Building
Dependency string MoonTower-Dungeon_Creation_Kit-2.2.0
Dependants 0 other packages depend on this package

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

If you need help or want to chat about your creations Discord Moon Tower: https://discord.gg/vmjhAFHXYy

As of 2.0.1 Respawning objects have changed due to better timers older versions are likely incompatible

*****I have cleaned up the config options removing some things players were not really meant to touch.

Features include

  • placeable dungeon entrances/exists,
  • placeable dungeon pieces
  • ability to make multi floor dungeons
  • Respawning resource nodes
  • Respawning flora objects such as branches
  • Timers on all respawning objects that save between sessions
  • configurable Drops and Timers
  • Special Destruction tool for non decorative dungeon pieces to prevent accidental destruction of important architecture
  • Basic Advanced Rotation the ability to rotate objects along the XYZ axis can be turned on and off is off by default to allow compatibility with other building mods
  • "User-Friendly Placement" mode allows offset on pressing the chosen button (default is RightCTRL) this should help make placing set pieces easier, off by default to allow compatibility with other building mods

coming soon

  • ??? surprise ?

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 new 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

How to use the scaffolding

1 place scaffolding in front of an open exit 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 overlapping the new piece with the scaffolding until it Snaps 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 the blue squar at the front should be faceing the large black square of the enterance 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 useing scaffolding

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 sticks out and snaps into place so that it will be located where the new piece should be larger pieces will require extra 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 forward along the scaffolding until you see it overlap and 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

Placing a dungeon pieces using User-Friendly Placement

		**TURN ON User-Friendly Placement WITH OTHER MODS BUILDING MODS AT YOUR OWN RISK**

User-Friendly Placement when turned on makes it so larger set pieces that require scaffolding to place no longer need it or require very little to effectively place it now. When on Holding the designated key, RightCRTL by default but you can change this, will offset the piece by an amount this amount will differ depending on the size and type of piece. Line up the offset piece image with the exit where you are trying to place it and then move it closer until it snaps into place then just click the mouse button to place. some pieces will still require some Scaffolding to place effectively these can be considered Intermediate pieces Note 1 The direction the piece is offset is the direction the player character NOT the camera is facing if you hold down the scroll wheel button you can rotate your character on the spot allowing you to line up easier Note 2 holding the scroll wheel down and rotating your characters point of view can allow you to place some intermediate pieces without using scaffolding at all though this might be tricky so scaffolding might still be preferred Note 3 all pieces under the category of "Roomkit" are considered Advanced and as such using the scaffolding is still mandatory if not highly suggested and do not run on the User-Friendly Placement system at all Note 4 Most Uturns are considered to need scaffolding and all Fork Pieces when turned in reverse will require scaffolding to place effectively because of their unique shapes or exit placements

List of Intermediate pieces

                                         Jotunheim

CAVNTUN_Turn Large cavern Tunnel Turn (left) CAVTUN_RM_SMALL_junction_LR Huge cavern junction (exit left, right) CAVWAT_RM_SMALL_junction_LR Huge Water cavern junction (exit left, right) CAVDEEWAT_RM_SMALL_junction_LR Huge Deep Water cavern junction (exit left, right) CAVDEEWAT_RM_MINI_BendL Large Deep Water cavern bend (exit left) CAVWAT_RM_MINI_BendL Large Water cavern bend (exit left) CAVTUN_RM_MINI_Bend Large cavern bend (exit left) CAVTUN_RM_MEDIUM_UturnL Gigantic cavern Uturn (left side) CAVWAT_RM_MEDIUM_UturnL Gigantic Water cavern Uturn (left side) CAVDEEWAT_RM_MEDIUM_UturnL Gigantic Deep Water cavern Uturn (left side)

                                         Muspelheim

CAVTUB_ForkLR Small Lava tube fork (exit Left Right) CAVMAG_ForkLR Small Magma cave fork (exit Left Right) TUBCHAM_RM_MEDIUM_UturnL ** Medium Lava tube cavern Uturn (left side) MAGCHAM_RM_MEDIUM_UturnL ** Medium Magma cavern Uturn (left side)

                                         Nidavellir

MNSHFT_UturnL_sharp Small mineshaft Uturn sharp (left side) LABRNTH_UturnL_sharp Small Labyrinth Uturn sharp (left side) LABSEW_UturnL_sharp Small sewer Uturn sharp (left side) MNSHFT_RM_MEDIUM_cavityL ** Medium Mineshaft cavity (exit straight) (left side) MNSHFT_RM_MEDIUM_cavityR ** Medium Mineshaft cavity (exit straight) (right side) MNSHFT_RM_MEDIUM_UturnL ** Medium bending Mineshaft Uturn (left side) SEWCHAM_RM_MEDIUM_UturnL ** Medium sewer Uturn (left side)

                                         Niflheim

CAVNGRAN_BASIC_junction Small granite cavern junction (exit left right) CAVNICE_BASIC_junction Small ice cavern junction (exit left right) CAVNICESNW_BASIC_junction Small ice and snow cavern junction (exit left right) GRANCHAM_RM_SMALL_junction_LR Huge granite cavern junction (exit left, right) ICECHAM_RM_small_Junction_LR Huge ice cavern junction (exit left, right)
ICESNWCHAM_RM_small_Junction_LR Huge ice and snow cavern junction (exit left, right) GRANCHAM_RM_MINI_TurnL Large granite cavern bend (exit left)
ICECHAM_RM_MINI_TurnL Large ice cavern bend (exit left)
ICESNWCHAM_RM_MINI_TurnL Large ice and snow cavern turn (exit left)
GRANCHAM_RM_MEDIUM_UturnL Gigantic granite cavern Uturn (left side) ICECHAM_RM_MEDIUM_UTurnL Gigantic ice cavern Uturn (left side) ICESNWCHAM_RM_MEDIUM_UTurnL Gigantic ice and snow cavern Uturn (left side)
SNWCHAM_RM_MEDIUM_UTurnL ** Gigantic ice and snow cavern Uturn (left side) ** can be done without scaffolding but is tricky

Removing a dungeon pieces

Most set pieces Require the “Gem of Destruction Ginnungagap” to be removed normal tools will not remove them this is done as a precaution to prevent Accidentally deconstructing your Dungeon when building normal things within, These pieces include anything in "Entry/Floors", "corridors", "Rooms", and many Pieces within "RoomKit" (walls and full floors mostly but not illusionary ones). False walls/floors and water/lava as well as most decorations are deconstructed using normal tools instead of the gem of destruction

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.

Resources

there are several pieces within the game that act as Resource generators they are respawning pieces that drop Items on destruction, they then switch to a dormant state where they have a timer attached that will count down until their reactivation allowing them to once again be destroyed and drop loot. These Resource generators come with a default setup but are configurable in the config file allowing you to alter various aspects crafting cost which controls the item used to craft how much and whether it is returned when deconstructed, structure looks like this

item:ammount:true/false

Destroyed Drops this is what resources the generator will Drop when you break it. It controls the item types dropped, amount minimum, amount maximum, drop chance and its structure is this

item:min - max:0.0

For the drop chance it works with 1.0 being 100% and than if its less then 100% you put a 0. So a 56% would be 0.56 Because of its nature of being set in the config this means you should be able to set drops from different mods if you so desire as well allowing these resource generators to connect to other aspects of your world if you desire. Resource Respawn Times This controls how long it takes for a resource to respawn and become harvestable again Time for the spawners is measured in Minutes

Placing Resources

Within the resources there are two types of objects the "seed" and the finished piece. Finished pieces are available only to admins, or those who are using debugmode in single player, under the Ymir gem. The seeds are more of a game aspect of this mod they are located under the resource tab of the appropriate gem and require you to have a Resource extension of some sort all of which can be built within the themed area created by your Dungeon Extender, The range of the Resource extension should be about a 9 meter circle. the extension pieces and resources they give access to are Fungus patch resource (Mushroom): Giant mushrooms and Eye of newt Stone pile resource (Jotunheim Cave): Stone seam, Stone bank, Flint seam, Flint bank, Tin seam, Tin column, Copper seam, Copper pile, Topaz, Aquamarine Basalt Stalactite resource (Muspelheim): Basalt seam, Basalt column, Obsidian column, Vulcanic Tuff, Vulcan Mound, Magma Fountain, Diamond, Ruby Excavation pile resource (Nidavellir Mine shaft): Stone Pile, Flint vein, Tin vein, Copper vein, Granite quarry, Iron vein, Silver vein, Basalt quarry, Amethyst, Granite spike resource (Niflheim Granite cave): Granite seam, Granite Pile, Iron seam, Iron bank. Silver seam, Silver bank, Sapphire Icicle resource (Niflheim ice cave): Ice Block, Icicle, Large ice chunk

Basic Advanced Rotation

	**TURN ON Basic Advanced Rotation WITH OTHER MODS BUILDING MODS AT YOUR OWN RISK**

Basic Advanced Rotation allows for a basic level of rotation along the XYZ axis's for those who don't use a designated form of building mod this should allow more advanced dungeon design. It is off by default and needs to be enabled inside the config file, this is done to ensure the kits compatibility with other building mods as when it is turned off. When activated in the upper center of the screen when you have a build piece that has Advanced Rotation enabled, yellow text should indicate whether its set to Yaw Pitch or Roll and the increment amount when you scroll your mouse wheel. A white list is supplied that will allow you to add pieces from Vanilla or modded works to the rotation controls just enter the prefab name of the object you want to have XYZ rotation be applied to in case you find something you feel really needs a bit of extra rotation all keys are configurable in the config file if they conflict or you just want different keys to change to Pitch hold the Home Key, to change to roll hit the End Key, to increase the rotation amount hit the PageUp key, to decrease the amount rotated hit the PageDown key

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 is 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) I really hope you enjoy it and make some fantastic dungeons for your friends or even just yourselves whether its making expansive labyrinths, deep Caves, or just a small mine encampment

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 should be compatible with most other mods while I can not guarantee it will be I see no reason it wont be.

I have implemented a basic form of advanced rotation allowing access to the XYZ rotations and a "User-Friendly Placement" mode that offsets some pieces. They are turned off by default to allow compatibility with other building mods however if either one is turned on there is a high chance of incompatibility with mods that alter how building works such as Infinity hammer or Planbuild or Build camera ETC if you use these mods it is recommended to leave those two options off. Other compatibilities might still exist so let me know if you find something either on Discord or through email

planbuild ? they should be able to exist on the same server as long as you don't try to copy dungeon pieces they are likely too big to work well with plan build and even a smaller dungeon might cause extreme lag when attempting to use plan build on it, so if you use plan build things should be fine you can still use it inside dungeons to build other buildings if mods such as Infinity Hammer can handle copying a whole dungeon layout made by the kit let me know on my Discord and I will add it as a suggested mod for copying home made dungeons

Contact

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