can this be added to a existing world? I think it has no retro gen correct? So dungeons would be only in the newly generated chunks and other dimension? This is a 1.6.4 world with only a little of the nether explored (i could erase my existing nether world). I wish to add the doom dungeons and Lycanites mobs. Any one tried or have advise?
That is correct. Adding the mod to an existing world won't hurt anything and dungeons will only exist in newly explored areas.
Technically they can extend into old chunks at the very edge of the map, but none that a player has actually been in (that would require the player get too close to the center for it to be new -- its the center chunk that spawns the whole thing).
This is not the error I thought it was. Java's file writer is messing up on trying to write one of the lists I have it output in order to help people create new themes if they want. My best guess is that Windows is blocking permission, though I don't know why on this file and not the mob list (whic is written first). Unfortunately I don't have a Windows machine to test it on. None of this is needed to actually build dungeons, so I could add a config option to skip the list making if I don't figure out anything else (hopefully I can create a failsafe). I probably won't be doing anything with this until the coming weekend though.
Sure. Take your time. Let me know if you need anything else or tested. Thanks
You're not the first to have that problem, which is why I originally added Dropbox as an alternative (which isn't working for me now). Hopefully I can get that working again soon.
I'm using mystcraft, is there a way to allow generation in ALL mystcraft ages? Or do I need to add them 1 by one? in the config file i see:
# Configuration file
####################
# general
####################
I'm using mystcraft, is there a way to allow generation in ALL mystcraft ages? Or do I need to add them 1 by one? in the config file i see:
# Configuration file
####################
# general
####################
Currently there is no way to add to that -- its dimension by dimension. I could add a flag for "all dimensions" or something, that would circumvent that in a new version -- I doubt I could make it allow Mystcraft ages specifically and not all dimensions, though. But right now, you would have to add them one by one, sorry.
Currently there is no way to add to that -- its dimension by dimension. I could add a flag for "all dimensions" or something, that would circumvent that in a new version -- I doubt I could make it allow Mystcraft ages specifically and not all dimensions, though. But right now, you would have to add them one by one, sorry.
A include all flag would be nice but i can work with adding the dimensions one by one. But how would I format it to add a mystcraft age?
general { I:"Allowed Dimensions" < 0 -1
mystcraft_age_1 >
? I'm away from home and I have yet to install a decent ftp or ssh program to go look at my server so i don't remeber the exact syntax for the mystcraft ages. Our main world is very explored so without retrogen (which is no big deal) we have to explore more of the nether or travel to new worlds to find the dungeons which is fine i just need to figure out how to have the dungeons in the mystcraft ages when we get there so trying to figure it out. Thanks again love the looks of this mod!!
A include all flag would be nice but i can work with adding the dimensions one by one. But how would I format it to add a mystcraft age?
general { I:"Allowed Dimensions" < 0 -1
mystcraft_age_1 >
? I'm away from home and I have yet to install a decent ftp or ssh program to go look at my server so i don't remeber the exact syntax for the mystcraft ages. Our main world is very explored so without retrogen (which is no big deal) we have to explore more of the nether or travel to new worlds to find the dungeons which is fine i just need to figure out how to have the dungeons in the mystcraft ages when we get there so trying to figure it out. Thanks again love the looks of this mod!!
It needs a number, you'd have to know the dimension ID that's assigned to it.
Also, I've tried making a dungeon theme that uses Grimoire of Gaia 2 mobs, and I've run into an issue. I'm finding the proper spawners in the dungeon, but they never actually spawn anything. Is there a way I can fix this?
Also, I've tried making a dungeon theme that uses Grimoire of Gaia 2 mobs, and I've run into an issue. I'm finding the proper spawners in the dungeon, but they never actually spawn anything. Is there a way I can fix this?
It should work with anything that uses the Forge biome dictionary.
As for the mobs not spawning, I can think of two problems. One is if there are white spaces in the names (at this point, it won't be able to read them properly. If the spawners really are being placed properly as shown by seeing the mini-mob in the spawner its probably a restriction in Grimoire of Gaia -- this has effected some versions of Lycanites mobs (Lycanite fixed it) that normally only spawn under open sky, or with vanilla slimes in non-slime chunks. Its part of the basic spawner mechanics (the same thing that keeps them off in the light).
It should work with anything that uses the Forge biome dictionary.
As for the mobs not spawning, I can think of two problems. One is if there are white spaces in the names (at this point, it won't be able to read them properly. If the spawners really are being placed properly as shown by seeing the mini-mob in the spawner its probably a restriction in Grimoire of Gaia -- this has effected some versions of Lycanites mobs (Lycanite fixed it) that normally only spawn under open sky, or with vanilla slimes in non-slime chunks. Its part of the basic spawner mechanics (the same thing that keeps them off in the light).
awesome mod and everything, but i just have one question. How do i make the dungeons spawn more frequently? i spend like 3 hours just to find 1 dungeon!
awesome mod and everything, but i just have one question. How do i make the dungeons spawn more frequently? i spend like 3 hours just to find 1 dungeon!
Sounds like bad luck -- they were supposed to be a bit rare and hard to find, since I expect them to be in a mod pack with other dungeon and structure adding mods, giving lots of interesting things to find, but to answer you're question.
You could go to config/DLDungeonsJBG.cfg and change the line "I:FrequencyScale=6" to have 4 or 5 (I wouldn't recommend making it too little because of the strain it will create from world-gen, 3 might be safe). This is the scale of the zones the hold dungeons (basically its a grid with one chunk per square being the center of a dungeon).
Two, you could go to confing/DLDungeonsThemes/ and for each file (exceprt chest.cfg and template.cfg) change the line that starts with "entrances: " to
entrances: 0, 0, 0, 0, 0, 10
...which will make them much easier to find (otherwise many are hidden); this will make them easier to find -- the down side is they'll be just plain easier and have less loot since there will be no destination room (every node / hub will be an enterance instead of a "boss room"). Actually, you don't need to change nether.cfg either, and changing it will hase some weird effects, but its not game breaking just a bit goofy looking.
The rare freeze-up problem is still happening occasionally, though I can't figure out what causes it, so no idea how to fix it. It has occured to me the returning to a dumber way of planning / assembling dungeons may be needed, though I don't want to go that route since it would also cause may of them to be fragmented into smaller, disconnected pieces, defeating the point of having big, dungeon (wich should be complex, unpredictable, and lybrinthine, but in one piece). uhhgggg.....
I just made and tested a possible 1.2.4b, which seemed to be less CPU intensive (lacked to big spikes in CPU usage) but sill froze (though only after flying 30k+ blocks with the help a prop to set my W key on). Not sure what going on, if memory is leaking or what, but I'll have to be more rested to really look deeply into it.
I found these dungeons really interesting and I'd like to make an adventure map, since I'm only good in command blocks, not making structues and scenario, I'd like to integrate some huge dungeon inside it and make somes customisations.
Could you add a command (or make a documentation about those which would exist) to spawn a dungeon with the specified parameters (type, size and position of the dungeon)
Also for the world generation, would it be possible to add a "Planning Dungeon" system :
When doing the world generation it would place a seed for the dungeon (Maybe a custom Tile entity) and when a player is near the seed, it cause the dungeon to be generated.
I think It would broke the infinite loop where dungeon generate dungeon indefinitely
Also I've found in a corner of the forum this DoomMod, that would really be interesting to have DoomMod, Lycanite mod and DoomLike Dungeon working together.
This reminds me a little of people wantlng to pass of Doom levels made by slige or oblige as there own creation -- but as long as you're honest about what is from where I don't mind.
I've thought about adding a command (Op / cheat, of course) to spawn a dungeon centered on the player, and possibly specify a theme. Maybe a size category could be done, too, but exact dimension would be harder to work in. A dungeon spawn block I'd be less interested in doing since I've been trying to keep it the mod can also be used as a server side plugin even for clients that don't have it. I also don't know much about vanilla command blocks (seen them in videos, never used one).
Right now none of that exists, but maybe in the next version -- the dungeons themselves look good enough, and making them really perfectionist believable would probably mean lots of lag, so I plobably won't change the dungeons themselves, but a command like that could I might do.
Already with the "Huge" size category a player will be within 1-2 chunks of the technical center of the dungeon when world-gen realizes it should be there. There are also several problems with any system that would be based on actual x-z dimensions, since size of the bounds, the maximum room count, the number of node rooms, etc. all all tied together in a category. Also, the dungeons are created by placing a few special rooms I call nodes randomly, then growing connection between them and adding side rooms -- they don't exactly fill a set area neatly.
As for DoomMod -- thanks, I'd been thinking of making a small "Doom in Minecraft" modpack -- add a good guns mod (I was experimenting with Flan Mod and Furello's Guns) and that would about do it (I'm working on a bigger pack to, but it won't be available until the next MineFantasy versus is public). So thanks, this is very helpful.
EDIT: I should really avoid trying to write posts first thing in the morning, before my brain wakes up....
I think that the command should spawn the dungeon in the same dimension as the player, that not a problem since all vanilla commands do the same, but the possibility to specify the position of the center should be a must.
You misunderstand, I was talking about geometric (real) dimensions, not Minecraft "dimensions" -- that is, length and width. Of course they would spawn in the same world as the player who spawned them
I was wrong with the 'tile entity', but maybe making a separate file that contains generate informations of all dungeons like center position, type, size, seed, flags (if it's already generated for example) would be better to keep as a server side mod.
For what I know, In multiplayer, the player view range is a 10 chunk radius, so I think that if a ungenerated dungeon is within a 15 chunks radius from any player, it should generate.
Vision on normal is an 8 chunk radius (16 on far) though servers do usually (and by default) load / generate chunks at a 10 chunk radius. The largest dungeon size ("huge") has a 7 chunk radius, and the player can often keep moving while the world is generating, so some exploring players could be right at the edge when when world gen catches up (but probably not in it). Most have a radius of 3-5 chunks (not counting any of the center chunk).
The way this mod works is that they are generated with normal world-gen; its triggered when the center chunk is generated. Some of this could play into one of my crazier ideas for reducing lag and increasing the consistency of the way they interact with other structures. (Crazy because of the amount of time, re-writing, and error possibilities when I don't have much time.) The idea was to scan ahead for possible dungeons (that being possible because of a new system I came up with for placing them), read in the dungeon if it exist or generate and save it somewhere (either temporary or permanent) before writing. However, that will not be done soon, as the re-write would be a lot of time and work and I've already neglected real life way too much over this (and can't afford to do it any more). Also, I'd need to be able to get (/predict) the biome without actually doing world-gen (which may or may not be easy, but I'll assume not until I have a reason to think otherwise).
A command and a few more configs (such as disable automatic world gen spawning, obey no structures game rule, allow commands, etc.) might not be too far off, depending on how life goes here. The more complex and customizable the command the longer it would take to implement, of course.
For commands blocks, what should you want to know ..., that not the point here but I think to be a sufficiently advanced mapmaker to help you for everything you would like to know.
Nothing really, I was wondering if you wanted these tied to command blocks somehow. The only thing I guess I might ask is if modded commands are automatically available through them.
I don't know if you know the Custom Stuff 2 Mod, but somes times ago I was planning to make somes mods with it like Portal and Doom decorations, but I have abandonned these project for lack of motivation, I think it could be fun to associate Doomlike dungeon configs with Custom Stuff configs (I think it would be possible to include things like doors and keys with it)
Because when 'm as tired as I was this morning I make so many typos and badly worded expressions that some of it borders on incoherent -- something I don't usually notice until I've save, and come back later to check up -- and them I'm embarassed. Also, it can be confusing -- little things like swapping "no" or "not" with "now" can completely change the meaning....
That is correct. Adding the mod to an existing world won't hurt anything and dungeons will only exist in newly explored areas.
Technically they can extend into old chunks at the very edge of the map, but none that a player has actually been in (that would require the player get too close to the center for it to be new -- its the center chunk that spawns the whole thing).
Sure. Take your time. Let me know if you need anything else or tested. Thanks
Got to it earlier than I thought; see if this helps.
It works and does not crash. Adjusted the frequency to one, created a new world and the dungeons are generated. Hell yes!
Thank you, thank you, thank you.
You're not the first to have that problem, which is why I originally added Dropbox as an alternative (which isn't working for me now). Hopefully I can get that working again soon.
# Configuration file
####################
# general
####################
general {
I:"Allowed Dimensions" <
0
-1
>
I:Difficulty=3
I:FrequencyScale=6
I:MinChunkXY=16
B:NotInEnd=true
}
Currently there is no way to add to that -- its dimension by dimension. I could add a flag for "all dimensions" or something, that would circumvent that in a new version -- I doubt I could make it allow Mystcraft ages specifically and not all dimensions, though. But right now, you would have to add them one by one, sorry.
A include all flag would be nice but i can work with adding the dimensions one by one. But how would I format it to add a mystcraft age?
general {
I:"Allowed Dimensions" <
0
-1
mystcraft_age_1
>
? I'm away from home and I have yet to install a decent ftp or ssh program to go look at my server so i don't remeber the exact syntax for the mystcraft ages. Our main world is very explored so without retrogen (which is no big deal) we have to explore more of the nether or travel to new worlds to find the dungeons which is fine i just need to figure out how to have the dungeons in the mystcraft ages when we get there so trying to figure it out. Thanks again love the looks of this mod!!
It needs a number, you'd have to know the dimension ID that's assigned to it.
Quick question, is this compatible with ExtrabiomesXL?
Here's a link to the Grimoire of Gaia forum post.
http://www.minecraftforum.net/topic/1355291-164forge-grimoire-of-gaia-2-182b-mobs-monsters-monster-girls-updated-mar-14/
It should work with anything that uses the Forge biome dictionary.
As for the mobs not spawning, I can think of two problems. One is if there are white spaces in the names (at this point, it won't be able to read them properly. If the spawners really are being placed properly as shown by seeing the mini-mob in the spawner its probably a restriction in Grimoire of Gaia -- this has effected some versions of Lycanites mobs (Lycanite fixed it) that normally only spawn under open sky, or with vanilla slimes in non-slime chunks. Its part of the basic spawner mechanics (the same thing that keeps them off in the light).
I see. Thank you!
Sounds like bad luck -- they were supposed to be a bit rare and hard to find, since I expect them to be in a mod pack with other dungeon and structure adding mods, giving lots of interesting things to find, but to answer you're question.
You could go to config/DLDungeonsJBG.cfg and change the line "I:FrequencyScale=6" to have 4 or 5 (I wouldn't recommend making it too little because of the strain it will create from world-gen, 3 might be safe). This is the scale of the zones the hold dungeons (basically its a grid with one chunk per square being the center of a dungeon).
Two, you could go to confing/DLDungeonsThemes/ and for each file (exceprt chest.cfg and template.cfg) change the line that starts with "entrances: " to
entrances: 0, 0, 0, 0, 0, 10
...which will make them much easier to find (otherwise many are hidden); this will make them easier to find -- the down side is they'll be just plain easier and have less loot since there will be no destination room (every node / hub will be an enterance instead of a "boss room"). Actually, you don't need to change nether.cfg either, and changing it will hase some weird effects, but its not game breaking just a bit goofy looking.
I hope this helps.
DoomlikeDungeons-1.2.4b-MC1.6.4.jar
This reminds me a little of people wantlng to pass of Doom levels made by slige or oblige as there own creation -- but as long as you're honest about what is from where I don't mind.
I've thought about adding a command (Op / cheat, of course) to spawn a dungeon centered on the player, and possibly specify a theme. Maybe a size category could be done, too, but exact dimension would be harder to work in. A dungeon spawn block I'd be less interested in doing since I've been trying to keep it the mod can also be used as a server side plugin even for clients that don't have it. I also don't know much about vanilla command blocks (seen them in videos, never used one).
Right now none of that exists, but maybe in the next version -- the dungeons themselves look good enough, and making them really perfectionist believable would probably mean lots of lag, so I plobably won't change the dungeons themselves, but a command like that could I might do.
Already with the "Huge" size category a player will be within 1-2 chunks of the technical center of the dungeon when world-gen realizes it should be there. There are also several problems with any system that would be based on actual x-z dimensions, since size of the bounds, the maximum room count, the number of node rooms, etc. all all tied together in a category. Also, the dungeons are created by placing a few special rooms I call nodes randomly, then growing connection between them and adding side rooms -- they don't exactly fill a set area neatly.
As for DoomMod -- thanks, I'd been thinking of making a small "Doom in Minecraft" modpack -- add a good guns mod (I was experimenting with Flan Mod and Furello's Guns) and that would about do it (I'm working on a bigger pack to, but it won't be available until the next MineFantasy versus is public). So thanks, this is very helpful.
EDIT: I should really avoid trying to write posts first thing in the morning, before my brain wakes up....
You misunderstand, I was talking about geometric (real) dimensions, not Minecraft "dimensions" -- that is, length and width. Of course they would spawn in the same world as the player who spawned them
Vision on normal is an 8 chunk radius (16 on far) though servers do usually (and by default) load / generate chunks at a 10 chunk radius. The largest dungeon size ("huge") has a 7 chunk radius, and the player can often keep moving while the world is generating, so some exploring players could be right at the edge when when world gen catches up (but probably not in it). Most have a radius of 3-5 chunks (not counting any of the center chunk).
The way this mod works is that they are generated with normal world-gen; its triggered when the center chunk is generated. Some of this could play into one of my crazier ideas for reducing lag and increasing the consistency of the way they interact with other structures. (Crazy because of the amount of time, re-writing, and error possibilities when I don't have much time.) The idea was to scan ahead for possible dungeons (that being possible because of a new system I came up with for placing them), read in the dungeon if it exist or generate and save it somewhere (either temporary or permanent) before writing. However, that will not be done soon, as the re-write would be a lot of time and work and I've already neglected real life way too much over this (and can't afford to do it any more). Also, I'd need to be able to get (/predict) the biome without actually doing world-gen (which may or may not be easy, but I'll assume not until I have a reason to think otherwise).
A command and a few more configs (such as disable automatic world gen spawning, obey no structures game rule, allow commands, etc.) might not be too far off, depending on how life goes here. The more complex and customizable the command the longer it would take to implement, of course.
Nothing really, I was wondering if you wanted these tied to command blocks somehow. The only thing I guess I might ask is if modded commands are automatically available through them.
Never heard of that -- I'll have to check it out.
Because when 'm as tired as I was this morning I make so many typos and badly worded expressions that some of it borders on incoherent -- something I don't usually notice until I've save, and come back later to check up -- and them I'm embarassed. Also, it can be confusing -- little things like swapping "no" or "not" with "now" can completely change the meaning....