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Hello, this is a Dome Keeper Mod that adds :
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16 New Assignments
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1 New Game Mode
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4 New Tiles that appear in some assignments and the new game mode
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One new resource
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Mod Achievements (in-game achievements)
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Changes in the loadout : A completion area, Achievements areas
All You Can Mine allows you to add in-game achievements, add new effects to the chaos tiles and use the new worldmodifiers
You can easily create new assignments by changing the parameters of the game.
Read the official Dome Keeper Mod Wiki to decompile the game and create your mod structure. Once your game is decompiled and your mod_main.gd created you are ready to start.
What you need to do is make your own upgrade data or assignment. Have a look at the files in POModder-AllYouCanMine/yaml/ to see how creating a new assignment / upgrade works.
AllYouCanMine adds worldmodifiers that you can use to be creative :
- worldmodifierbigdrops : makes all the drops bigger as in the "Oversized" assignment
- worldmodifiersmalldrops : makes all the drops smaller (not used in the mod)
- worldmodifiersuperhot : makes the dome laser behave as in the "Super Hot" assignment
- worldmodifierautonomous : gives the same upgrades as in the "Autonomous" challenge
- worldmodifierspeed : the game goes twice as fast like in the "Fast !" assignment
- worldmodifieraprilfools : makes the tiles random as in "Weird Deepness" assignment
AllYouCanMine also lets you use the new tiles and generate thieves shrooms. To do so, just create a new mapArchetype. The archetype is used by the mod to generate the map and the new tiles. The new tiles information is written in the existing information in the post comma digits.
- The Detonator rate is encoded in the 4th decimal of max_tile_count_deviation
- The Destroyer rate is encoded in the 5th decimal of max_tile_count_deviation
- The Mega Iron rate is encoded in the 6th decimal of max_tile_count_deviation
- The Shroom Thieves probability to spawn is encoded in the 7th decimal of max_tile_count_deviation
- The Chaos Tile rate is encoded in the 3rd decimal of viability_thin_top_length
- The number of Corrupted relics is written in the 3rd decimal of viability_thin_top_width
- The number of Secret Rooms is written in the 3rd decimal of viability_thin_top_width
The following tables are used to make the data fit in a single digit:
const rate_list = [0 , 0.5 , 1.0 , 3.0 , 7.0 , 10.0 , 25.0 , 50.0 , 75.0 ] # used for every generation rate
const probability_list = [0 , 0.0005 , 0.001 , 0.005 , 0.01 , 0.05 , 0.10 , 0.25, 0.50 , 1 ] # used for shrooms
If you write max_tile_count_deviation = 0.153472, this means that the game will generate the map with :
- 3.0 generation rate for Detonator
- 7.0 generation rate for Destroyer
- 50.0 generation rate for Mega Iron
- 0.001 for the shroom spawn probability
The secret room / relic number is just a number between 0 and 9.
Your mapArchetype must be written inside your assignment.yaml (which needs to be parsed with Data.parseAssignments(...) ) and it also must be overriden into the mapArchetypes folder with take_over_path(...). Please have a look at mod_main.gd in POModder-AlYouCanMine.
Add your own chaos effects : Maybe you would like to add effects on the chaos tile as explained here