Dungeons of Dredmor

Dungeons of Dredmor

Monstrous Megapack
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Sunshine Feb 8 @ 9:39pm 
Whenever I use this it happens to corrupt the save regardless of anything, which sucks because it's a great mod.
DoominaBottle Aug 19, 2017 @ 9:26am 
+1 Corrupted save, Which is a shame as the content is very good.
davidb11 Jun 20, 2016 @ 12:07am 
I'm a bit late to the party, but Dredmor itself has several game crashing and corrupting bugs. Mods just add to the inherent unstability. Always back up your character save file every couple of floors. Even if you play with Rogelike on. JUst delete it if you die.
Strugglenaut Oct 28, 2015 @ 7:18pm 
This mod corrupts all saves. Do not use it.
Okmer Aug 18, 2015 @ 6:03pm 
My save just corrupted too.
Sir Snarplord, Ohohohoho No Aug 5, 2015 @ 12:01pm 
I've been subscribed to this mod for a year or two, and it just corrupted my save. Sucks, because it was a good run.
Blue Hinter  [author] May 18, 2015 @ 8:34pm 
Because I did *have* a much longer description when I first uploaded the mod and had it cut by the moderators, or some auto-character limit thing. As of this moment, I've named it "Monsters, items and lairs, oh my! v.1.2.2 (6 new species of monsters, 7 optional mini-bosses, 120+ new items, and 120+ new rooms.)" We'll see if it sticks.

If not, Monsters (indicating that there are monsters), Items (indicating there are items), and Lairs (indicating that there are new rooms) is still a fairly descriptive title. If not having detailed numeric information in there somehow prevents you from playing this totally free mod that I created... er... sucks to be you, I guess.
Totensonntag May 18, 2015 @ 12:11am 
So, Blue Hinter, why couldn't you have put that simple synopsis into the description?
\/oron Agrrav May 1, 2015 @ 9:20am 
Blue Hinter, It would be best if you would use the Description to actually Describe things,
[MNI] Mintiness Feb 18, 2015 @ 12:20pm 
Thank you
Blue Hinter  [author] Feb 16, 2015 @ 3:24pm 
Those descriptions only have a limited number of characters. If you want specifics, go to the mod page on https://community.gaslampgames.com/threads/monstrous-megapack-monsters-items-rooms-1-2-2-released.5896/ but as it says in the first slideshow image, you get 6 new species of monster, 7 optional mini-bosses (not guaranteed to show up every game because rooms are random), 120+ new items, and 120+ new rooms. The rooms incorporate several new features including sinks, ambush sites, monster barracks, stench gardens, bank vaults, the Hall of Monty, shock mazes, and more.
[MNI] Mintiness Feb 16, 2015 @ 3:11pm 
Can you tell me what is actually added? Because Monsters, items and lairs, oh my! v.1.2.2 tells me next to nothing.
Jean Némar Feb 13, 2015 @ 4:12am 
Did the poke-ball are included in your mod ? Because i used one on a batty (lvl1) and the game crash, direct to desktop.
Blue Hinter  [author] Feb 11, 2015 @ 7:51pm 
Also, all of the really special rooms are unique, means that they only have a chance to appear once on one specific level. For example, the Idol room will *only* appear on level 0, so if it isn't generated when that first floor's map gets drawn, you won't see it anywhere else during that play-through.
If you aren't sure if the mod is loading correctly, keep an eye out for the new monsters. They should be common enough that they'll be easy to spot. If you see them, then the mod is definitely running, you may just have to play for 3 or 4 levels until you encounter your first Bank/Wizard Pub/Shock Maze/Miniboss room.
Blue Hinter  [author] Feb 11, 2015 @ 7:49pm 
Unfortunately, since room creation is 100% random, there is no way to guarantee special rooms will show up on any given level. I wish there was. I created 120+ new rooms for this mod, so as you play through the game, you should encounter at least *something* new per level, though your chances of seeing *everything* is nearly impossible. Some of the new dungeon features like bathrooms, wizard galleries, and the Hall of Monty are designed to have a different variants for every level, meaning that by the time you get to the last level, you should have encountered at least a few of them, through sheer random chance alone.
Muhammad Muhammad Feb 11, 2015 @ 1:03pm 
Hey there Blue,

I'm having an issue using this mod, just wanted to test things out and I'm never getting the Pac Man room or the golden idol or the computer room (levels 0, 1, 2) which I'm wondering if any of the special rooms are generating... the only mods I have installed are this one, more Dred, heraldic, and craft n smelt. I believe the only room-making one I have installed is yours. Any hints of how to make it work?
Static10101 Feb 8, 2015 @ 12:39am 
Absolutely amazing work, Blue. I'm definately going to give this a shot next time I play the game. This is better than most developers DLC content. Bravo! :smile:
Blue Hinter  [author] Aug 20, 2014 @ 7:44pm 
It is friggin' huge compared to most other mods (29MB). I've noticed while running the Steam version that it sometimes takes a minute or so for it to pop up on the list of mods. It may take longer if you have a slower connection but it should still show up eventually though. If you're having trouble, you can try downloading the non-steam version directly from the Monstrous thread over at https://community.gaslampgames.com/forums/mod-releases.27/ Simply unzip into your \Documents\Gaslamp Games\Dungeons of Dredmor\mods\ folder, and that should avoid any issues it has synching with the Steam servers. The only down-side is that you'll have to download any future updates manually, but I'm pretty confident I've got all the bugs worked out, so from now-on the only updates should be content related.
FreeCandyInMyVan Aug 20, 2014 @ 3:34pm 
Errr.... I'm having a slight problem where even though I subscribe to this mod it doesn't show up in the game launcher where you select the mods you want in a certain game. I've tried unsubscribing and resubscribing but it doesn't do the trick. Also, whenever I subscribe to other mods they show up fine, it's just this one in particular.
Blue Hinter  [author] Aug 18, 2014 @ 7:04pm 
Start with one number for the first digit, double it for the next digit, and so on. You're limited to the numbers 0-9 for each digit of the combination, and there's only one number you can start with that won't spill over into double digits by the time you get to the 4th.
(well, I suppose technically 0-0-0-0 should be a correct answer, since 0x2 will always be zero, but that's what the lock is set to by default when you enter the room, so it's pretty obviously not the correct combination.)
If you *really* get stuck, you can always go into your mods folder, and read the rooms.xml file in the monstrous directory, since the correct combinations are included in the script comments.
TableSalt Aug 18, 2014 @ 7:44am 
Well I've tried 1234, 2345, 1111, 2222... 9999...
I don't really understand if there's some number to start with and I didn't see it?
Blue Hinter  [author] Aug 17, 2014 @ 12:42pm 
Always make sure you read the 'Note from Management' on the wall. The manager says the combination to this vault has been "doubled." Then think about what that might mean numerically.
TableSalt Aug 17, 2014 @ 5:12am 
I found the Kanadian bank but I can't figure out the combination.
Blue Hinter  [author] Jul 20, 2014 @ 1:53pm 
v1.2.2 is up, fixing the Dredmor family sprite crash (if you're already in the middle of a game and don't want to start over, just make sure you don't open any strange coffins you find in hidden rooms) and adding some new special rooms including barrel forts (like couch forts, but with barrels), a wizard comedy club, and six different Dredmor banks, each of which has a locked vault with a unique combination lock puzzle.
Blue Hinter  [author] Jul 13, 2014 @ 10:43am 
Hey everyone. I have no idea how it slipped through the testing phase, but the error Glazius detected is real, and Dadmor, Dredmom, Dratmor, and Dredmiss all produce game-crashing errors if you attempt to wake them from their coffins. I'm working on v1.2.2 and will have it up shortly, but in the meantime, please don't wake any sleeping Lich lords you may find lurking in hidden rooms.
ianflow124 Jun 28, 2014 @ 4:46am 
Is Diggle Hunk the Dredmor version of Hunk Rump Magazine from Problem Sleuth :0
NetworkGuyMN Jun 19, 2014 @ 11:29pm 
Nice work
Blue Hinter  [author] Jun 16, 2014 @ 7:23pm 
v 1.2.1 is up. It adds a bunch of stuff I didn't have the energy to complete in the first version. New additions include: The Hall of Monty (a special recurring dungeon room) six different Shock Mazes, and the ancient Diggle Temple. I also added a handful of new items and tweaked the Cursed Idol so it can't be used for experience farming.
Blue Hinter  [author] Jun 10, 2014 @ 7:33pm 
That's.... weird. Your best bet is to try deleting and reloading the mod. Or if you know where your mod files are stored locally, you can check and make sure that spellDB.xml and manTemplateDB.xml still exists in the /monstrous/mod/ directory. Other than that... no clue. The mod shouldn't function at all if it's missing any of the .xml files.
Glazius Jun 10, 2014 @ 12:54pm 
I've gotten notifications about "missing xml files, the game will now crash" for Dredmom and Dadmor's attacks :berserk:. Something wrong with the mod, the packaging, or have I got it installed wrong? Got ID and RR installed, but that's all.
Blue Hinter  [author] Jun 6, 2014 @ 6:38pm 
You're correct, the Cursed Idol does spawn traps (it also provokes nearby enemies with an even higher frequency) and looking at the code, a 15% chance of trap spawning is definitely way too high. I'm scaling it back for the next update, and altering the effects slightly so it may spawn multiple traps, spawn one trap directly underfoot, or summon a couple of enraged diggles. In the meantime, enjoy the easy XP :crafting:
DungeonFacts Jun 6, 2014 @ 3:00pm 
I found that Cursed Idol on floor one. I equipped it after taking it, and I assume it is responsible for spawning traps whenever I get hit in combat. Consequently, I am reaping incredible amounts of trap disarming XP. I'm enjoying it, but it seems highly exploitable to me.

I'm loving what I've seen so far, but I would like to know if the Idol was intended to be such a power-leveling tool (if I'm even correctly assessing it as the source of the trap spawns).
Shaska Jun 5, 2014 @ 2:12am 
When you wrote that this mod blend in seamlessly, you didn't lie. I had forgotten I had installed this mod and loved some of the new monsters and items thinking they had been added with one of the expansions, but when I went on the workshop and saw taht most of them were added by your mod, I was very impressed indeed. The best mod out there in my opinion!
Phazon May 21, 2014 @ 2:52am 
Thank you for breathing new life into a stagnant game. I owe you about 20+ hours of entertainment.
Starchaser Melody May 20, 2014 @ 6:46pm 
Additionally, I downloaded another mod, which when I tried to play with it, without monstrous Megapack, and without removing any of my other mods, BOOP. Crash. Instantly. Therefore I think it's just mod overload.
Starchaser Melody May 20, 2014 @ 6:44pm 
Nah, I think it was just a case of too many mods. I didn't even know conflicts happened with DoD, because with Monstrous Megapack, I know have THREE DIFFERENT ITEMS CALLED LEMON.
Blue Hinter  [author] May 20, 2014 @ 6:40pm 
Hawkpath: Glad you got it working. Do you know if there was a specific mod that was causing the conflict? There definitely seems to be *something* out there that doesn't play well with Monstrous, but I've had zero luck tracking it down myself.
Starchaser Melody May 19, 2014 @ 7:08pm 
Ah, nevermind, it's just a Mod Overload.... KAPPAPA KAPPAPA NITORI.
TableSalt May 18, 2014 @ 9:20pm 
It doesn't work. :c
Starchaser Melody May 18, 2014 @ 3:05pm 
Crashes my game before even starting.
Starchaser Melody May 18, 2014 @ 3:03pm 
Crashes my game.
Bistromath May 12, 2014 @ 4:32pm 
One of my favourite games, now with more stuff! :d2tidehunter:
Piegum May 12, 2014 @ 12:34pm 
man this mod make me comeback to this game :D! blue hinter i love you man i hope you make more stuff like this is great ;3 but 1 things ;o

thing 1: do you plan making more cratures ;o i bet they harder than skills and items
good luck ;3
funker May 11, 2014 @ 4:12pm 
Just thought you should know, http://www.pcgamer.com/2014/05/11/mod-of-the-week-monstrous-megapack-for-dungeons-of-dredmor/

Pc Gamer made this Mod of the Week.
Blue Hinter  [author] May 8, 2014 @ 7:01pm 
Wpb30635: Glad you're enjoying it. Sadly, while the DoD modding infrastructure is great for creating new spells, items, and monsters that have their own individual stats or damages, there's not a lot of freedom when it comes to creating interactive dungeon objects or changing the game play mechanics themselves. (I came up with a huge list of cool stuff I wanted to try when I started this mod, and ended up having to cross a lot of it off since it just wasn't feasable)
The copy center is *almost* possible, because you can have a dungeon object that casts a spell to gives you recipies (that's what bookshelves do, essentially), but there's no way to have it recognize which object you placed on the copier, because the room can only be programmed to recognize objects that spawned within itself. Which sucks, because one of the dungeon objects I wanted to create was a "The Fly" themed teleporter that could be used to combine multiple objects (or monsters, or yourself) into one.
wpb30635 May 7, 2014 @ 10:06pm 
I am really loving this mod. It's more on the level of a DLC than just a mod. Personally I can''t wait to see what comes next.

Two things i would love to see but not sure if they are doable are

1) A Brax with a copy center. By inserting an object you lose it but gain the recipe for it.
2) Some way to takoe an item you have and go into the crafting menu and see all the recipes you have that use that item.

Actually one more. How about a way toi reverse engineer items. Say take the candy vodkas and reduce them back to the diggle gummies., eg
gnihcnavi Apr 15, 2014 @ 11:20am 
Blue Hinter  [author] Apr 10, 2014 @ 8:40pm 
Hmm... That sounds like it may be pointing towards a conflict between two items with the same name, especially if one or both of them are craftable or a crafting ingredient. You haven't run across a 'Wand of Poking' in one of your other mods, have you? I have a handful of craftable wands in my mod, but most of the others are all of the "blaster" variety, and less likely to be duplicated elsewhere. Crafting recipes were also the very last thing I added to my mod, so they're the least play-tested of all the components. (I did at least check to make sure that my spelling was uniform, and I wasn't using any components from the expansion packs)
borgin Apr 10, 2014 @ 7:27pm 
I know it's not your fault at all- I'm just frustrated that I don't get to enjoy your quality content alongside the other mods that I've come to love. I've since deleted about a third of my mods, cutting a large number of skill trees (that I never use or are overpowered) from my game, and while I've only played for about an hour so far, I haven't had any issues.

FWIW, the crashes have been at very different times- once when mousing over a crafting recipe for a wand (which was curious because it had no icon so probably something weird there), once when picking up an artifact that was on the ground, and the final time when entering the next level of the dungeon. So it's probably tough to pinpoint, or else my game is so full of crazy that I should be lucky it hasn't crashed more.

Either way, I've been enjoying the content enough to make up for any "minor" crashes, but losing my savegames twice has been rough! Back to level 1 for me...
Blue Hinter  [author] Apr 10, 2014 @ 7:18pm 
Borgin: That's truly strange behavior, and I wish I had some idea of what was causing the savegames to corrupt like that. I do know there are sometimes incompatibility issues that come up when using multiple mods, though the only one I really tested mine in conjunction with was Interior Dredmorating. I know it doesn't help recover lost game time, but if you note that these crashes occur when performing certain actions, or can publish a list of the mods you're currently using, I'll investigate anything I can.
The major conflict areas I've discovered are skill ID's (which I don't have in this mod) manual spell template names (which I do use, but are set to a series of 6-digit numbers), and items and room decorations that use the same name. The last two usually just cause some weird overlap issues or it ignoring material from one of the other mods, but I'm not ruling them out entirely.