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Yes, I have written a feature that allows this and I have done it successfully. Please note, that this will only work if everything the mod needs to know about the item is stored in the NBT tags. If it stores information via another method, your item may not work as expected.
The place you want to look is the items folder. The files in here are collections of NBT tags. You can use something like NBTExplorer to create the files. Just pull out the tags representing your item and save them as a new file in this directory. You can open some of the existing files to see how this is done.
The only thing you need modify is the 'count' tag. This should be set to whatever the maximum stack size is for the given item.
Once you have created the file, you can reference it in the loot tables with "file_mod_loot_item.nbt would be referenced as file_mod_loot_item.
For simple items that just require an id and not any other tags, you just need to add the id and item name to items.txt. The comment at the top shows you the format.
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Thank you for implementing this but I am a bit out of my comfort zone. I downloaded NBTExplorer and I believe I can semi-blunder my way through the process of adding the many mods me and and my friends use to the table but I am having an issue just pulling the tags. Could I bother you for a one mod example of how to do this with say Thaumcraft 4? Not the entire process but just a single item example that I can then follow and use as a template for replicate for other items and mods.
Thank you again for your work on this and for any help that you can give me.
Edit: I found the items using NBTExplorer in level.dat but I am looking at 3918 item entries under FML>>ItemData. I can not seem to find how to extract them as well and if I did it would be a daunting task to sift through that many items. However I noticed that the chest within the core vanilla dungeons will contain items from mods. I realize that this is a standalone app that generates the dungeons and thus needs markers for the mods. My final questions would be how does the base game determine this loot table (does each item have a variable that designates it's drop type?) and can this easily be replicated with MCDungeon? I really want to use this on our existing server but without an easier way to manage the loot tables for the mods I find myself hesitant due to the daunting task that seems to be ahead. If I am off the track, please put me on the right one because I have looked at the dungeons that you have and they simply are incredible in design and layout.
I can't wait for this to be updated to 1.8! I can only imagine what you will be able to do...
Can we get some hints as to what will be in said update? I assume rabbit shenanigans!
Hi folks! 1.8 was a long time coming, and so was MCDungeon 0.14.0. We had FOUR contributors on this release! Special thanks to JiFish, huderlem, and sshipway for their contributions! 1.8 adds a lot of cool stuff to play with, so expect several more updates in 0.14.x!
New command mode: genpoi This will generate Minecraft Overviewer point of interest data for your maps. (sshipway)
New command mode: addth This will add a new feature called treasure hunts to the map. A special chest will send you on a scavenger hunt to find a treasure. (sshipway)
New option: --quiet suppresses many progress outputs. (sshipway)
New Floors: RadialRug, BrokenRadialRug, RadialClay, BrokenRadialClay, StoneTile, and BrokenStoneTile. (huderlem, orphu)
New Entrance: Labyrinth (huderlem)
New Secret Room: SecretShop. Contains a villager with special custom trades. Trades are also configurable in the shops directory. (JiFish, thanks to chilm, Palegothicangel, The_Geef)
Removed "-1" option for levels in interactive mode. Just use a range instead. (orphu)
Removed arrow trap, portcullis, piston trap, and dispenser trap settings from configs. All of this is now controlled with new [hall traps] section. (orphu)
Projectile traps are now more compact, cannot be looted, and never run out of ammo. (orphu)
Piston hall traps are now more compact and can be longer. (orphu)
Working portcullises in halls. (orphu)
Portcullises can now be made of cobblestone wall. (orphu)
Added editions to books. Most books will be late editions and cannot be copied. (JiFish)
Potion effects and particles can now be hidden in potions.txt. (JiFish)
Text formatting is now possible in books and lore text. (JiFish)
Forges now have a loot table and can contain global items. (orphu)
Books and paintings can appear in studies. (JiFish)
Hallways use new door types. (JiFish)
Additional columns in throne rooms. (orphu)
Pyramids use red sandstone in mesa biomes. (JiFish)
Great Mod, I have a blast playing this with my 10 year old nephew over video chat. Over a year ago I suggested that treasure hunts be added to the game and I am happy to see it made it in. I am excited to try them out.
I have thought of a few more suggestions:
Button traps- Looks like a button to a secret door but it is just connected to some TNT. Also have some just connected to nothing or a note block to confuse people.
Start rooms- Ability to add a safe zone start room to the entrance of each dungeon with configurable items such as empty chest, beds, signs so you can mark the dungeon as beat, chance for a shop, command block to set spawn point, ect.
Piano room/hall-
Music room- Room with a jukebox and a hidden record somewhere in the room. Even better if you can have the jukebox open a locked chest or hidden door when activated.
The map tool tries not to overwrite player structures...What happens if finds a place ideal for a dungeon but a town/mineshaft/water dungeon is already there? Can the dungeons exist in the ocean? (that would be cool...)
I have a feeling the answer ( or reasoning behind it) might be complex, but any insight would be great. Thanks!
The map tool tries not to overwrite player structures...What happens if finds a place ideal for a dungeon but a town/mineshaft/water dungeon is already there? Can the dungeons exist in the ocean? (that would be cool...)
It tries to figure out where player structures are by looking for a small set of unnatural blocks in a chunk, (sources of light, mostly) and throws out the chunk if it finds one. So, short answer is that it simply won't use any chunks with towns, mine shafts, or water dungeons in them.
Also, ocean biomes are excluded by default, so you might see a dungeon in shallow water (beaches, swamps), but never in an ocean, deep ocean, or frozen ocean where monuments are.
You can, of course disable all that in the config file and have dungeons in deep ocean if you want. You can also disable the light sources if you want dungeons overrunning your structures if you really want.
I really love this editor! It combines the terrain with structures in a way I've always wanted to do but never had the courage to try. There is one disappointing bug though. Every time I try and do a treasure hunt, all the books are filled with '*invalid book tag*' pages. Can this be fixed by doing something to my save?
I really love this editor! It combines the terrain with structures in a way I've always wanted to do but never had the courage to try. There is one disappointing bug though. Every time I try and do a treasure hunt, all the books are filled with '*invalid book tag*' pages. Can this be fixed by doing something to my save?
Hi there! Yes, this is a bug. It seems books with titles longer than 32 characters do this, which is fairly common with books generated by hunts in MCDungeon. It may be a 1.8 bug as well, but we are going to address it in MCDungeon in the next patch.
Rollback Post to RevisionRollBack
MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Thank you for implementing this but I am a bit out of my comfort zone. I downloaded NBTExplorer and I believe I can semi-blunder my way through the process of adding the many mods me and and my friends use to the table but I am having an issue just pulling the tags. Could I bother you for a one mod example of how to do this with say Thaumcraft 4? Not the entire process but just a single item example that I can then follow and use as a template for replicate for other items and mods.
Thank you again for your work on this and for any help that you can give me.
Edit: I found the items using NBTExplorer in level.dat but I am looking at 3918 item entries under FML>>ItemData. I can not seem to find how to extract them as well and if I did it would be a daunting task to sift through that many items. However I noticed that the chest within the core vanilla dungeons will contain items from mods. I realize that this is a standalone app that generates the dungeons and thus needs markers for the mods. My final questions would be how does the base game determine this loot table (does each item have a variable that designates it's drop type?) and can this easily be replicated with MCDungeon? I really want to use this on our existing server but without an easier way to manage the loot tables for the mods I find myself hesitant due to the daunting task that seems to be ahead. If I am off the track, please put me on the right one because I have looked at the dungeons that you have and they simply are incredible in design and layout.
Thank you for your time.
1.8 updates coming soon!
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Can't wait! MCDungeon is the "mod" I use most with Minecraft, and 1.8 has a bunch of new stuff that would look great in a dungeon!
Can we get some hints as to what will be in said update? I assume rabbit shenanigans!
Hi folks! 1.8 was a long time coming, and so was MCDungeon 0.14.0. We had FOUR contributors on this release! Special thanks to JiFish, huderlem, and sshipway for their contributions! 1.8 adds a lot of cool stuff to play with, so expect several more updates in 0.14.x!
Download from the github releases page:
Changes in v0.14.x - This version requires Minecraft 1.8.0 or higher
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I have thought of a few more suggestions:
Button traps- Looks like a button to a secret door but it is just connected to some TNT. Also have some just connected to nothing or a note block to confuse people.
Start rooms- Ability to add a safe zone start room to the entrance of each dungeon with configurable items such as empty chest, beds, signs so you can mark the dungeon as beat, chance for a shop, command block to set spawn point, ect.
Piano room/hall-
Music room- Room with a jukebox and a hidden record somewhere in the room. Even better if you can have the jukebox open a locked chest or hidden door when activated.
The map tool tries not to overwrite player structures...What happens if finds a place ideal for a dungeon but a town/mineshaft/water dungeon is already there? Can the dungeons exist in the ocean? (that would be cool...)
I have a feeling the answer ( or reasoning behind it) might be complex, but any insight would be great. Thanks!
It tries to figure out where player structures are by looking for a small set of unnatural blocks in a chunk, (sources of light, mostly) and throws out the chunk if it finds one. So, short answer is that it simply won't use any chunks with towns, mine shafts, or water dungeons in them.
Also, ocean biomes are excluded by default, so you might see a dungeon in shallow water (beaches, swamps), but never in an ocean, deep ocean, or frozen ocean where monuments are.
You can, of course disable all that in the config file and have dungeons in deep ocean if you want. You can also disable the light sources if you want dungeons overrunning your structures if you really want.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Hi there! Yes, this is a bug. It seems books with titles longer than 32 characters do this, which is fairly common with books generated by hunts in MCDungeon. It may be a 1.8 bug as well, but we are going to address it in MCDungeon in the next patch.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Yes. Dungeons are added to the world right away, in-game settings have no effect.
Maybe your map isn't big enough? MCDungeon can only generate maps in chunks that already exist.
I am a supporter of Planet Minecraft.
I can't offer any help though, as this is not something I've actually done.