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 18 hours ago
Total downloads 18
Total rating 0 
Categories Mods Tools Crafting Utility Building
Dependency string MoonTower-Dungeon_Creation_Kit-1.0.0
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

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) light 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

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.

If any incompatibilities or problems are found please email me at [email protected]