GuNxSworD, I posted previous versions of Worldmaker in the forum you recommend, and people there kept suggesting that this fit better in this forum. Sort of a shame there's no goof way to cross-post, as it's honestly not a perfect fit for either board. It's a tool, sure, but it makes maps.
For some strange reason with the newest version of primordial desert through world maker. there isn't any cave generation. Volcanoes would either have stairwells to the bottom of the chamber or just be a plain calderas.
I just published Worldmaker 2.1 to our website. There's now an option for all world types to toggle natural mob generation.
We've also added a difficulty option for Dungeon Adventure. The default value of 0 is what it used in previous versions. If you put it up to 100, the dungeon becomes more or less impossible :>
AS a small bonus, I added in 3 more dungeon room types as well. Those should make the dungeons slightly harder even without changing the base difficulty. Hope you folks have fun with it
Does that mean that all dungeons will have 'difficulty x' or will there still be some kind of linearity?
Rathburn, we'll take a look at the Primordial Desert generator again, but sometimes on small maps the caves just don't have enough space to connect to the volcanos. Were you generating a size 16 map? Generally if the map is 32 or larger they should connect.
Ayla, dungeon difficulty is done on a per-room basis. The difficulty you set in the options will be the difficulty level for the first room on the first map, and each room after that in the first dungeon will have a difficulty level 1 higher (this is simplifying a little - side paths that lead to treasure are a bit harder than the main path). The difficulty level mostly only makes a difference when you go up by increments of 10 or so though.
Each consecutive map in a sequence will have a dungeon that starts with a difficulty level 15 higher than the previous one.
Ayla, dungeon difficulty is done on a per-room basis. The difficulty you set in the options will be the difficulty level for the first room on the first map, and each room after that in the first dungeon will have a difficulty level 1 higher (this is simplifying a little - side paths that lead to treasure are a bit harder than the main path). The difficulty level mostly only makes a difference when you go up by increments of 10 or so though.
Each consecutive map in a sequence will have a dungeon that starts with a difficulty level 15 higher than the previous one.
So if I understand correctly they jump by 15s. That means that say you have 10 dungeons, you would end with some 'unbeatables', is that right? I am generating a map with 1 of every type, because it gives my players something to do. Now that there are 3 more that means 12 dungeons instead of 9 (if I remember correctly). So what would be a good level to start at, so that it's not just a tame maze at the beginning?
What loot tables do the dungeon rooms draw from? Can you control it at all? Also, will you be porting it to the 1.9.4 versions in the future...I'd love to use this in my modpack for the 1.9.4 worlds.
What loot tables do the dungeon rooms draw from? Can you control it at all? Also, will you be porting it to the 1.9.4 versions in the future...I'd love to use this in my modpack for the 1.9.4 worlds.
We don't technically use loot tables at all; chest contents are generated along with the rest of the map. Maps created by Worldmaker should be just fine when imported into later versions; if they aren't, we'd like to hear about it. Updating to 1.9 is something we want to do eventually, but we need to figure out what changes to make, as well as how to preserve the ability to generate maps for previous version. If you have specific requests, feel free to let us know.
We don't technically use loot tables at all; chest contents are generated along with the rest of the map. Maps created by Worldmaker should be just fine when imported into later versions; if they aren't, we'd like to hear about it. Updating to 1.9 is something we want to do eventually, but we need to figure out what changes to make, as well as how to preserve the ability to generate maps for previous version. If you have specific requests, feel free to let us know.
Just a suggestion, but maybe you could make an option for what version the map needs to be compatible. That can be used to draw from a list of available blocks. I.E. can it use for example 1.8 blocks or not. I don't know if that is workable, but that was my first thought about it!
It seems like it might help if I gave a few more details on how the Dungeon Adventure maps work.
The generator works by linking maps with dungeons. The last map in the sequence will never have a dungeon, and some of the others might not, depending on which map type they are. The different maps were originally intended for different positions in the sequence. They can be grouped into three different categories.
First, there's the desert map. This map was intended as the first map in every dungeon adventure sequence, and it's the only one that really has no resources. There is sand that the player can collect, and this is definitely helpful for getting through some of the trap rooms, but there's no wood, stone, or metal to craft with. You can start with other map types to make things easier. Starting with the desert makes things harder because you have to go into the dungeon without food, weapons, or torches.
Second, there are the "middle maps". These are GiantTree, PipeMaze, BlockGarden, ArchCity, and HighHouse. These were intended to be middle maps in the sequence. They have some resources and also can contain a dungeon. These aren't all the same difficulty though. GiantTree, BlockGarden, and HighHouse all have wood and generally all have stone also (HighHouse sometimes won't, depending on the style of house you get). HighHouse is probably the easiest of these to establish a base in, since it comes with beds. ArchCity is very resource rich, and should probably show up later, as it can help players get through harder dungeons - there are facilities and materials for both potion crafting and enchanting, along with pre-built safe sleeping areas. PipeMaze is by far the hardest map. If you turn on natural mob spawning, the pipe maze itself will fill up with monsters and just finding the dungeon entrance is challenging.
Finally, there are 3 maps that will never have dungeons: Attractor Points, Islands, and Sky Ribbon. These were intended as "reward" maps that the player would get to after completing the last dungeon. If you use these in the beginning or middle of a sequence they'll just have a portal to the next world with no dungeon.
Regarding the "unbeatable" difficulty at level 100, my experience trying a level 100 dungeon solo in a starting desert map was that I couldn't get more than 3 or 4 rooms in before something killed me. A group of organized players with armor, weapons, and torches might have an easier time of it. If a group of players hit level 100 dungeon difficulty after several other maps, particularly if ArchCity is one of them, they likely have a chance.
Honestly, with the changes I made, if you turn on natural mob spawning even level 0 dungeons should have some difficulty to them. If your players still find it too easy, maybe turn it up to 20 to see if that's a better starting point.
Oh, and the treasure quality does scale with dungeon difficulty. At level 0 you get wooden swords and leather armor, at level 100 you sometimes get diamond equipment (and need it). Lower level treasures can still show up at higher difficulty levels though, just to keep thing interesting.
@Seibai, that is a very usefull explanation. What I was looking to do with it was making a string of dungeons that I can upload to my server, that is accessed with multiverse. They will be used solitary as some kind of adventure map and a way to fight mobs / get XP. To do something different for a change. We also have McMMo that will help with some of the difficulties, so it will also be a way to grind unarmed, axes and swords! The worlds that don't have a dungeon, will the still be mazes? Because then mobs will still spawn right?
Ayla, currently there is no area in AttractorPoints or Island that would encourage mob spawning at a higher rate than vanilla surface areas. If it is very desirable, we might be able to raise them and slide a dungeon in beneath, though these maps are already the slowest to generate. SkyRibbons is somewhat mazelike; it is more like a Planetoids map than any of the other adventure maps, so simply reaching the exit portal can be tricky, and lower areas tend to be more shaded than upper areas, but I doubt a proper dungeon could be added to it.
I'd recommend that you start by generating all of the available maps, switching to creative, and taking a look at them to see which ones would work best for your server. If certain maps are almost but not quite what you'd want, let us know what changes you'd like to see for those specific maps.
Ayla, currently there is no area in AttractorPoints or Island that would encourage mob spawning at a higher rate than vanilla surface areas. If it is very desirable, we might be able to raise them and slide a dungeon in beneath, though these maps are already the slowest to generate. SkyRibbons is somewhat mazelike; it is more like a Planetoids map than any of the other adventure maps, so simply reaching the exit portal can be tricky, and lower areas tend to be more shaded than upper areas, but I doubt a proper dungeon could be added to it.
I'd recommend that you start by generating all of the available maps, switching to creative, and taking a look at them to see which ones would work best for your server. If certain maps are almost but not quite what you'd want, let us know what changes you'd like to see for those specific maps.
Should have thought of that. Good idea! Thanks for all your help and time!
A week or two ago I created a DungeonAdventure world beginning with the desert canyon and ending in SkyRibbon with all 5 middle map types in between, with dungeon difficulty at 25. Later I read the post about the dungeon difficulty increasing incrementally by 15, so now I doubt that was really such a good idea if it means 100 difficulty in the 6th dungeon.
I wish I knew about this version sooner. I've used planetoids, primordial desert,and mystical islands for a long time not being able to put mod gen block in without MCEdit. This is amazing. So overwhelmed right now.
The 1.9 combat update certainly made Primordial Desert and Dungeon Adventure more challenging. After 50 in-game days (and at least that many deaths) I finally made it to the dungeon entrance of my PipeMaze map, which is the 4th of 7 submaps in my custom adventure world. However I'd lost most of the weapons and armor I'd gotten from the earlier dungeons, and making it through the later ones becomes next to impossible without them. Due to the lack of ores it's hard to obtain enough iron to craft your own weapons and armor. Sky Ribbons is the only Dungeon Adventure submap with ores that I'm aware of, so I guess I should've put it earlier in my map sequence.
The 1.9 combat update certainly made Primordial Desert and Dungeon Adventure more challenging. After 50 in-game days (and at least that many deaths) I finally made it to the dungeon entrance of my PipeMaze map, which is the 4th of 7 submaps in my custom adventure world. However I'd lost most of the weapons and armor I'd gotten from the earlier dungeons, and making it through the later ones becomes next to impossible without them. Due to the lack of ores it's hard to obtain enough iron to craft your own weapons and armor. Sky Ribbons is the only Dungeon Adventure submap with ores that I'm aware of, so I guess I should've put it earlier in my map sequence.
We can look into adding iron to some more of the maps, if that would help. Meantime, I'm guessing you haven't gotten to ArchCity yet - there's plenty of iron in that map if you look for it. It's generally a good mid-sequence restock point.
I wish I knew about this version sooner. I've used planetoids, primordial desert,and mystical islands for a long time not being able to put mod gen block in without MCEdit. This is amazing. So overwhelmed right now.
We hope that you enjoy the changes we've made - and that you'll let us know if you run into any difficulties.
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Are you guys alive? Is there anything new coming to Worldmaker? Do you need further testing? Haven't heard of you in a long time. I hope you're alright.
Are you guys alive? Is there anything new coming to Worldmaker? Do you need further testing? Haven't heard of you in a long time. I hope you're alright.
We're alive. We might come back to this at some point. There's a chance we might open source the framework for Worldmaker, especially if there's interest.
We're alive. We might come back to this at some point. There's a chance we might open source the framework for Worldmaker, especially if there's interest.
I really hope you're gonna come back. Having an updated version of Seibai's Forest Generator would be great, and also there is still so much more awesome stuff possible for the desert generator for example it would really be a shame if you would abandon this project.
GuNxSworD, I posted previous versions of Worldmaker in the forum you recommend, and people there kept suggesting that this fit better in this forum. Sort of a shame there's no goof way to cross-post, as it's honestly not a perfect fit for either board. It's a tool, sure, but it makes maps.
I make map generators
For some strange reason with the newest version of primordial desert through world maker. there isn't any cave generation. Volcanoes would either have stairwells to the bottom of the chamber or just be a plain calderas.
Does that mean that all dungeons will have 'difficulty x' or will there still be some kind of linearity?
Rathburn, we'll take a look at the Primordial Desert generator again, but sometimes on small maps the caves just don't have enough space to connect to the volcanos. Were you generating a size 16 map? Generally if the map is 32 or larger they should connect.
Ayla, dungeon difficulty is done on a per-room basis. The difficulty you set in the options will be the difficulty level for the first room on the first map, and each room after that in the first dungeon will have a difficulty level 1 higher (this is simplifying a little - side paths that lead to treasure are a bit harder than the main path). The difficulty level mostly only makes a difference when you go up by increments of 10 or so though.
Each consecutive map in a sequence will have a dungeon that starts with a difficulty level 15 higher than the previous one.
I make map generators
So if I understand correctly they jump by 15s. That means that say you have 10 dungeons, you would end with some 'unbeatables', is that right? I am generating a map with 1 of every type, because it gives my players something to do. Now that there are 3 more that means 12 dungeons instead of 9 (if I remember correctly). So what would be a good level to start at, so that it's not just a tame maze at the beginning?
What loot tables do the dungeon rooms draw from? Can you control it at all? Also, will you be porting it to the 1.9.4 versions in the future...I'd love to use this in my modpack for the 1.9.4 worlds.
We don't technically use loot tables at all; chest contents are generated along with the rest of the map. Maps created by Worldmaker should be just fine when imported into later versions; if they aren't, we'd like to hear about it. Updating to 1.9 is something we want to do eventually, but we need to figure out what changes to make, as well as how to preserve the ability to generate maps for previous version. If you have specific requests, feel free to let us know.
Just a suggestion, but maybe you could make an option for what version the map needs to be compatible. That can be used to draw from a list of available blocks. I.E. can it use for example 1.8 blocks or not. I don't know if that is workable, but that was my first thought about it!
It seems like it might help if I gave a few more details on how the Dungeon Adventure maps work.
The generator works by linking maps with dungeons. The last map in the sequence will never have a dungeon, and some of the others might not, depending on which map type they are. The different maps were originally intended for different positions in the sequence. They can be grouped into three different categories.
First, there's the desert map. This map was intended as the first map in every dungeon adventure sequence, and it's the only one that really has no resources. There is sand that the player can collect, and this is definitely helpful for getting through some of the trap rooms, but there's no wood, stone, or metal to craft with. You can start with other map types to make things easier. Starting with the desert makes things harder because you have to go into the dungeon without food, weapons, or torches.
Second, there are the "middle maps". These are GiantTree, PipeMaze, BlockGarden, ArchCity, and HighHouse. These were intended to be middle maps in the sequence. They have some resources and also can contain a dungeon. These aren't all the same difficulty though. GiantTree, BlockGarden, and HighHouse all have wood and generally all have stone also (HighHouse sometimes won't, depending on the style of house you get). HighHouse is probably the easiest of these to establish a base in, since it comes with beds. ArchCity is very resource rich, and should probably show up later, as it can help players get through harder dungeons - there are facilities and materials for both potion crafting and enchanting, along with pre-built safe sleeping areas. PipeMaze is by far the hardest map. If you turn on natural mob spawning, the pipe maze itself will fill up with monsters and just finding the dungeon entrance is challenging.
Finally, there are 3 maps that will never have dungeons: Attractor Points, Islands, and Sky Ribbon. These were intended as "reward" maps that the player would get to after completing the last dungeon. If you use these in the beginning or middle of a sequence they'll just have a portal to the next world with no dungeon.
Regarding the "unbeatable" difficulty at level 100, my experience trying a level 100 dungeon solo in a starting desert map was that I couldn't get more than 3 or 4 rooms in before something killed me. A group of organized players with armor, weapons, and torches might have an easier time of it. If a group of players hit level 100 dungeon difficulty after several other maps, particularly if ArchCity is one of them, they likely have a chance.
Honestly, with the changes I made, if you turn on natural mob spawning even level 0 dungeons should have some difficulty to them. If your players still find it too easy, maybe turn it up to 20 to see if that's a better starting point.
Oh, and the treasure quality does scale with dungeon difficulty. At level 0 you get wooden swords and leather armor, at level 100 you sometimes get diamond equipment (and need it). Lower level treasures can still show up at higher difficulty levels though, just to keep thing interesting.
I make map generators
I updated the entry of Worldmaker to the Minecraft Wiki with the latest version and new links.The Mace generator has its own Wiki page there and so I wondered if you would be okay with me setting up a page there, too? With proper list of features, screenshots and everything.
@Seibai, that is a very usefull explanation. What I was looking to do with it was making a string of dungeons that I can upload to my server, that is accessed with multiverse. They will be used solitary as some kind of adventure map and a way to fight mobs / get XP. To do something different for a change. We also have McMMo that will help with some of the difficulties, so it will also be a way to grind unarmed, axes and swords! The worlds that don't have a dungeon, will the still be mazes? Because then mobs will still spawn right?
Ayla, currently there is no area in AttractorPoints or Island that would encourage mob spawning at a higher rate than vanilla surface areas. If it is very desirable, we might be able to raise them and slide a dungeon in beneath, though these maps are already the slowest to generate. SkyRibbons is somewhat mazelike; it is more like a Planetoids map than any of the other adventure maps, so simply reaching the exit portal can be tricky, and lower areas tend to be more shaded than upper areas, but I doubt a proper dungeon could be added to it.
I'd recommend that you start by generating all of the available maps, switching to creative, and taking a look at them to see which ones would work best for your server. If certain maps are almost but not quite what you'd want, let us know what changes you'd like to see for those specific maps.
Should have thought of that. Good idea! Thanks for all your help and time!
A week or two ago I created a DungeonAdventure world beginning with the desert canyon and ending in SkyRibbon with all 5 middle map types in between, with dungeon difficulty at 25. Later I read the post about the dungeon difficulty increasing incrementally by 15, so now I doubt that was really such a good idea if it means 100 difficulty in the 6th dungeon.
I wish I knew about this version sooner. I've used planetoids, primordial desert,and mystical islands for a long time not being able to put mod gen block in without MCEdit. This is amazing. So overwhelmed right now.
The 1.9 combat update certainly made Primordial Desert and Dungeon Adventure more challenging. After 50 in-game days (and at least that many deaths) I finally made it to the dungeon entrance of my PipeMaze map, which is the 4th of 7 submaps in my custom adventure world. However I'd lost most of the weapons and armor I'd gotten from the earlier dungeons, and making it through the later ones becomes next to impossible without them. Due to the lack of ores it's hard to obtain enough iron to craft your own weapons and armor. Sky Ribbons is the only Dungeon Adventure submap with ores that I'm aware of, so I guess I should've put it earlier in my map sequence.
We can look into adding iron to some more of the maps, if that would help. Meantime, I'm guessing you haven't gotten to ArchCity yet - there's plenty of iron in that map if you look for it. It's generally a good mid-sequence restock point.
We hope that you enjoy the changes we've made - and that you'll let us know if you run into any difficulties.
Are you guys alive? Is there anything new coming to Worldmaker? Do you need further testing? Haven't heard of you in a long time. I hope you're alright.
We're alive. We might come back to this at some point. There's a chance we might open source the framework for Worldmaker, especially if there's interest.
I really hope you're gonna come back. Having an updated version of Seibai's Forest Generator would be great, and also there is still so much more awesome stuff possible for the desert generator for example it would really be a shame if you would abandon this project.