Could you add an option for the dungeon to fit the terrain? Instead of picking a size and having it look for a big enough spot you pick a spot and a max size and it generates to fill as much of it as it can.
Water or flooding traps
Sand traps (cave ins)
Place dispensers at the end of long hallways instead of the walls
Lava traps
Secret passages inside the walls
Explosive traps (landmines)
After running through a couple, I had some ideas to add
[*:2blq6iaq]Water pouring down into Pit rooms so that it washed over at least one path on the bridges.
[*:2blq6iaq]"Ruined" walkways in pit rooms with occasional 1 square gaps missing. Makes getting through pit rooms that little bit tougher.
[*:2blq6iaq]Top floor of a pit room is "diguised" with flooring and a creeper spawner
[*:2blq6iaq]Have some pressure plates on arrow traps drop TNT onto party instead
[*:2blq6iaq]"Balcony" in a pit room with a skeleton spawner
[*:2blq6iaq]Make water pools deeper than 1 block to make them more annoying -- better yet, how about a 2-story pit room where the top level of a pit room has a floor with a pool in it. The party can swim down the water to the next level instead of stairs down.
[*:2blq6iaq]How about a room with dispensers ringing the walls, with triggers that fire off patterns of arrows :smile.gif: I know you cannot do that one with the current room depth, but it would be so much fun. Not sure if this is even possible when placing red stone via a program like this one, but figured it would not hurt to ask. At the very least it would be nice to move the dispensers a bit farther away from the triggers than where they are now, as they are pretty easy to disarm.
We had one of the lower rooms of an easy_mode dungeon with a chasm in the floor. The chasm opened onto a natural cave which made the whole thing even more interesting. I understand the idea of filling in the surrounding area to increase monster spawns in the mcdungeon complex, but it can be a lot of fun to have it open on to a cave complex too. Speaking of cave rooms, how about a new type of room as you go deeper -- an "unfinished" room with rough walls like cave walls?
I had modified the hard_mode.cfg file to include a chance of zombie pigmen. Interestingly enough, their spawner does not care if there is too much light, but since they are not aggressive by default they can be ignored. However, attacking one will bring down the wrath of all of them on the particular attacker, which can be interesting :smile.gif:
It would be great if there was a way to make secret doors. My idea of swimming down a pool to a room below was sort of along that idea -- a hidden room.
I know monster spawners have a 9x9 area where they can generate creatures, but can they do it if the spawner is in a hidden chamber on the other side of a wall? That could be an interesting difficulty increase if it can work. I admit I do not know much about PLACING monster generators.
What about a chance to have a "ruined" tower on the surface, rather than one in perfect condition?
We had a lot of fun going through the generated dungeons on our SMP map. Great work so far!
I just read that Notch added trap doors for 1.6. Muahaha!
Sweet!
I was thinking about some other trap options... like a double height room where players come in below and the monster spawner is above with holes in the floor to drop monsters down onto players. Needs to be some access to the generator to make things fair :smile.gif:
Or maybe a simpler idea would be a spawner on a pedestal and a water current washing monsters onto the party. Adds a nice bit of difficulty as the players have to move upstream to reach the critters. Some more active water flows are in keeping with a "long abandoned dungeon" theme :smile.gif:
My players are a mix of collectors and builders who look on the dungeon as a source of materials as well as an adventure. The dungeons are not protected, but everyone is good about not digging through walls. But digging up "carpets" is fair game. That is where I got the idea for a pit covered with flooring and a creeper spawner. Same sort of thing could be done with a flammable wall and a lava trap, for instance . Keeps the players on their toes!
Perhaps some lava falls in lower level lava rooms? Some lava falling from the ceiling would be entertaining.
Of course, it is easy to come up with ideas when you don't have to do the code! But if anything I say sparks some ideas to make the program better, I am happy to have helped in any small way.
Oh! That gives me an idea... how about adding a section of quotes to a config file, and throwing in signs in various levels of the dungeon with the phrases from the config file on them?
Too bad there is no way to make the monsters tougher as you go deeper... Although that is getting way outside the bounds of what you want to do since you are not building a mod. Just wishful thinking.
I've unzipped the "orphu-mcdungeon-f852d85" in a folder, with windows 7 and launch it from the batch launcer.
Okay, so that sounds like you downloaded from github. Like I said before, I don't make a windows stand alone build on every github commit, so launcher.bat will not work. If you want to run the latest and greatest from github, you'll need to be prepared to get Python and dependencies working.
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
Nice ideas. I actually had a bug once that caused lava floors to spill lava waterfalls into adjoining pit rooms. It looked pretty neat with multi-level lava falls down to pools!
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
I *really* like this idea. Will skeletons shoot at you if they don't have a direct path? Across an air-filled chasm? I'll have to experiment... I know most mobs won't chase you if they don't have a clear path. Notice how mobs won't try to get you when they are on the other side of glass or a fence wall (like the portcullis)
Speaking of cave rooms, how about a new type of room as you go deeper -- an "unfinished" room with rough walls like cave walls?
This is actually already on my list as "cavern rooms." I have a really cool generation algorithm for it, but I need to get multi-tile sized rooms working first.
I had modified the hard_mode.cfg file to include a chance of zombie pigmen. Interestingly enough, their spawner does not care if there is too much light, but since they are not aggressive by default they can be ignored. However, attacking one will bring down the wrath of all of them on the particular attacker, which can be interesting :smile.gif:
Yeah, the only problem with these guys is that they fill up the mob entities cap really fast. After a short while, you'll end up with mostly passive pig zombies and no other mobs in your world.
I know monster spawners have a 9x9 area where they can generate creatures, but can they do it if the spawner is in a hidden chamber on the other side of a wall? That could be an interesting difficulty increase if it can work. I admit I do not know much about PLACING monster generators.
Spawners will spawn through walls, yes. A dirty trick might be to purposefully place them in walls. Maybe make hard mode even harder since it's not clear where the spawns are coming from.
<aliens>They're coming out of the walls man!!</aliens>
What about a chance to have a "ruined" tower on the surface, rather than one in perfect condition?
On my list is multiple types of entrances, and random ruins to go along with the tower.
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
I *really* like this idea. Will skeletons shoot at you if they don't have a direct path? Across an air-filled chasm? I'll have to experiment... I know most mobs won't chase you if they don't have a clear path. Notice how mobs won't try to get you when they are on the other side of glass or a fence wall (like the portcullis)
The answer is: YES!
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
Is there any way to make it so that the dungeons generate along with new world in a future update? It's a pain to have to use the launcher.bat file every time I want a dungeon to be generated.
Is there any way to make it so that the dungeons generate along with new world in a future update? It's a pain to have to use the launcher.bat file every time I want a dungeon to be generated.
Probably not.
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
I *really* like this idea. Will skeletons shoot at you if they don't have a direct path? Across an air-filled chasm?
Yep. The definitely will. My base is built into a Mtn, and I cut a chasm between my section and a "wild" section. I enjoy "baiting" monsters if they are close enough. Skellies will fire, and then move toward me and fall dowwwwwwn. Heh.
This is actually already on my list as "cavern rooms." I have a really cool generation algorithm for it, but I need to get multi-tile sized rooms working first.
Yeah, the only problem with these guys is that they fill up the mob entities cap really fast. After a short while, you'll end up with mostly passive pig zombies and no other mobs in your world.
My guys attack them anyway, since they drop cooked porkchops.
Spawners will spawn through walls, yes. A dirty trick might be to purposefully place them in walls. Maybe make hard mode even harder since it's not clear where the spawns are coming from.
<aliens>They're coming out of the walls man!!</aliens>
This is what I typed:
What am I doing wrong?
I'm using mac OS X 10.6.4.
This version looks for the items.txt file in the current directory. You should run it from the mcdungeon directory:
I need to improve how this part works. Sorry about that. I will fix this in the next version.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
After running through a couple, I had some ideas to add
[*:2blq6iaq]Water pouring down into Pit rooms so that it washed over at least one path on the bridges.
[*:2blq6iaq]"Ruined" walkways in pit rooms with occasional 1 square gaps missing. Makes getting through pit rooms that little bit tougher.
[*:2blq6iaq]Top floor of a pit room is "diguised" with flooring and a creeper spawner
[*:2blq6iaq]Have some pressure plates on arrow traps drop TNT onto party instead
[*:2blq6iaq]"Balcony" in a pit room with a skeleton spawner
[*:2blq6iaq]Make water pools deeper than 1 block to make them more annoying -- better yet, how about a 2-story pit room where the top level of a pit room has a floor with a pool in it. The party can swim down the water to the next level instead of stairs down.
[*:2blq6iaq]How about a room with dispensers ringing the walls, with triggers that fire off patterns of arrows :smile.gif: I know you cannot do that one with the current room depth, but it would be so much fun. Not sure if this is even possible when placing red stone via a program like this one, but figured it would not hurt to ask. At the very least it would be nice to move the dispensers a bit farther away from the triggers than where they are now, as they are pretty easy to disarm.
We had one of the lower rooms of an easy_mode dungeon with a chasm in the floor. The chasm opened onto a natural cave which made the whole thing even more interesting. I understand the idea of filling in the surrounding area to increase monster spawns in the mcdungeon complex, but it can be a lot of fun to have it open on to a cave complex too. Speaking of cave rooms, how about a new type of room as you go deeper -- an "unfinished" room with rough walls like cave walls?
I had modified the hard_mode.cfg file to include a chance of zombie pigmen. Interestingly enough, their spawner does not care if there is too much light, but since they are not aggressive by default they can be ignored. However, attacking one will bring down the wrath of all of them on the particular attacker, which can be interesting :smile.gif:
It would be great if there was a way to make secret doors. My idea of swimming down a pool to a room below was sort of along that idea -- a hidden room.
I know monster spawners have a 9x9 area where they can generate creatures, but can they do it if the spawner is in a hidden chamber on the other side of a wall? That could be an interesting difficulty increase if it can work. I admit I do not know much about PLACING monster generators.
What about a chance to have a "ruined" tower on the surface, rather than one in perfect condition?
We had a lot of fun going through the generated dungeons on our SMP map. Great work so far!
That's an odd error... Can you give me details on your setup? OS version, MCDungeon version? How are you launching MCDungeon?
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Good stuff!
I just read that Notch added trap doors for 1.6. Muahaha!
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Sweet!
I was thinking about some other trap options... like a double height room where players come in below and the monster spawner is above with holes in the floor to drop monsters down onto players. Needs to be some access to the generator to make things fair :smile.gif:
Or maybe a simpler idea would be a spawner on a pedestal and a water current washing monsters onto the party. Adds a nice bit of difficulty as the players have to move upstream to reach the critters. Some more active water flows are in keeping with a "long abandoned dungeon" theme :smile.gif:
My players are a mix of collectors and builders who look on the dungeon as a source of materials as well as an adventure. The dungeons are not protected, but everyone is good about not digging through walls. But digging up "carpets" is fair game. That is where I got the idea for a pit covered with flooring and a creeper spawner. Same sort of thing could be done with a flammable wall and a lava trap, for instance . Keeps the players on their toes!
Perhaps some lava falls in lower level lava rooms? Some lava falling from the ceiling would be entertaining.
Of course, it is easy to come up with ideas when you don't have to do the code! But if anything I say sparks some ideas to make the program better, I am happy to have helped in any small way.
Any chance of supporting something like Wormhole X-treme http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v0-853-766.1782 as well as Multiverse? WX could let you put in gates between dungeons, which would be its own bit of fun. Of course, that would likely require some work after the initial program runs if I wanted to link dungeons together.
Oh! That gives me an idea... how about adding a section of quotes to a config file, and throwing in signs in various levels of the dungeon with the phrases from the config file on them?
Too bad there is no way to make the monsters tougher as you go deeper... Although that is getting way outside the bounds of what you want to do since you are not building a mod. Just wishful thinking.
Okay, so that sounds like you downloaded from github. Like I said before, I don't make a windows stand alone build on every github commit, so launcher.bat will not work. If you want to run the latest and greatest from github, you'll need to be prepared to get Python and dependencies working.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Nice ideas. I actually had a bug once that caused lava floors to spill lava waterfalls into adjoining pit rooms. It looked pretty neat with multi-level lava falls down to pools!
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I *really* like this idea. Will skeletons shoot at you if they don't have a direct path? Across an air-filled chasm? I'll have to experiment... I know most mobs won't chase you if they don't have a clear path. Notice how mobs won't try to get you when they are on the other side of glass or a fence wall (like the portcullis)
This is actually already on my list as "cavern rooms." I have a really cool generation algorithm for it, but I need to get multi-tile sized rooms working first.
Yeah, the only problem with these guys is that they fill up the mob entities cap really fast. After a short while, you'll end up with mostly passive pig zombies and no other mobs in your world.
Spawners will spawn through walls, yes. A dirty trick might be to purposefully place them in walls. Maybe make hard mode even harder since it's not clear where the spawns are coming from.
<aliens>They're coming out of the walls man!!</aliens>
On my list is multiple types of entrances, and random ruins to go along with the tower.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
The answer is: YES!
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Bad luck for these skeletons:
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Probably not.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
EDIT: Cleaned up the original post. What a mess!
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Yep. The definitely will. My base is built into a Mtn, and I cut a chasm between my section and a "wild" section. I enjoy "baiting" monsters if they are close enough. Skellies will fire, and then move toward me and fall dowwwwwwn. Heh.
Excellent! You da man :cool.gif:
My guys attack them anyway, since they drop cooked porkchops.
That was the idea. Hard level is hard
Sweet! I really like where you are going with this. Awesome work.