I'm currently using MultiMC5 as my launcher. How do I point MCDungeon to create dungeons in maps that are part of its instances? It only seems to see the old vanilla MC build I have?
You can use the --dir command line switch to change the directory MCDungeon looks in. e.g.
mcdungeon interactive --dir c:\your\save\folder\
As to which directory to point it to, you'd have to find out from MultiMC5.
is there a way to make custom configs for our own dungeon themes and such?
Yes. Look in the bin/configs directory and open default.cfg with a text editor. The comments will give you an idea of the things you can customise. You can also look at the documentation here: http://mcdungeon-docs.bubblemod.org/en/latest/configuration/ but it is incomplete.
When you are done, just save it has a new file and select it in MCDungeon.
There might be posted earlier in this thread. They are likely out of date though. People have expressed an interest in collecting them together before. Maybe we'll do something with that one day,
The Meaning of Life, the Universe, and Everything.
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Hello, I love your mod a lot, but I recently created a second minecraft folder, and I was wondering how I can change the save directory chosen by the launcher.bat? Any help would be appreciated, thanks!
The Meaning of Life, the Universe, and Everything.
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Yeah, but how? There's only 3 lines. You know what, it's ok, I just thought of another way. I'll just copy my save into the main minecraft folder, and copy it back after I run mcdungeon. Ignore my previous query.
WARNING: Skipping exit portal. portal_exit is (0,0,0)
I'm still using this on my uber mega Vanilla map from Alpha. I have 32 dungeons in-world and some sweet scripts to regen everything. Some of these dungeons date way back to an early version of MCDungeon, before exit portals. Is there any way to make these detect the missing portal and pick an appropriate exit spot?
Is there a record for the largest dungeon possible?
Not sure. Back in the thread one guy was trying to make a crazy huge dungeon, but at some point memory becomes a problem. Big dungeons aren't all that fun anyway. Many smaller dungeons are far more interesting.
WARNING: Skipping exit portal. portal_exit is (0,0,0)
I'm still using this on my uber mega Vanilla map from Alpha. I have 32 dungeons in-world and some sweet scripts to regen everything. Some of these dungeons date way back to an early version of MCDungeon, before exit portals. Is there any way to make these detect the missing portal and pick an appropriate exit spot?
Hmm.. yeah, tricky... Portal exists are determined by the ruins at the surface. Since regen never touches these old dungeons don't get them.
A couple of ways to do this... neither one is perfect:
One way, would be to delete the dungeon, then manually create a new dungeon in the exact same spot with the exact same size so that ruins get regenerated. But you'd have to do this for each of your 32 dungeons. And if your map is really old, you'd have a problem with Minecraft regenerating chunks that don't match up with the rest of your map. I don't think this will work for you.
The other way would be to use an NBT editor to set the exit point of your portals. This is hard because the values are pickled. But all the info for a dungeon is contained in a chest with a tag called "MCDungeon Data Library."
It wouldn't be too hard to create a utility to read the dungeon configs and update the portal offset to a value you supply. You'd just need to know the coordinates you want players to be teleported to.
i have been able to make 15 x 15 with 12 levels deep, took me a team to clear at times with some of the rooms.
Thanks for this awesome mod!
Suggestion for later development:
At times, due to terrain, MCD can't place dungeons (depth/width/space). Have you considered the option for battle towers? with a a 20 x 20 footprint, a lot could be done...
Ah whoops. It doesn't do that anymore. It now uses command blocks to create a portal to the surface only. I've updated the first post.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
With a little effort and a map editor (like MCEdit), you could probably change the command block out for a portal yourself.
You can use the --dir command line switch to change the directory MCDungeon looks in. e.g.
As to which directory to point it to, you'd have to find out from MultiMC5.
Yes. Look in the bin/configs directory and open default.cfg with a text editor. The comments will give you an idea of the things you can customise. You can also look at the documentation here: http://mcdungeon-docs.bubblemod.org/en/latest/configuration/ but it is incomplete.
When you are done, just save it has a new file and select it in MCDungeon.
There might be posted earlier in this thread. They are likely out of date though. People have expressed an interest in collecting them together before. Maybe we'll do something with that one day,
Make a copy of launcher.bat and rename it.
Edit the copy in a text editor and change the following line:
If you have spaces in your path, you have to put it in quote marks like so:
mcdungeon interactive --dir "C:\Users\MohawkyMagoo\Desktop\MultiMC\instances\1.6.4 final\minecraft\saves"
Did you unzip everything? Is there a directory called "bin" in the same location as launcher.bat?
I want it to fill the area with as many dungeons as possible. Is there a command line parameter for this?
Note - I am also using the Ruins mod which places huts/houses every so often, could this be why it can only place 2 dungeons on a 5k by 5k map?
Thanks
WARNING: Skipping exit portal. portal_exit is (0,0,0)
I'm still using this on my uber mega Vanilla map from Alpha. I have 32 dungeons in-world and some sweet scripts to regen everything. Some of these dungeons date way back to an early version of MCDungeon, before exit portals. Is there any way to make these detect the missing portal and pick an appropriate exit spot?
Wow. I think you win for most vague support request ever. How am I supposed to help you?
Not sure. Back in the thread one guy was trying to make a crazy huge dungeon, but at some point memory becomes a problem. Big dungeons aren't all that fun anyway. Many smaller dungeons are far more interesting.
Hmm.. yeah, tricky... Portal exists are determined by the ruins at the surface. Since regen never touches these old dungeons don't get them.
A couple of ways to do this... neither one is perfect:
One way, would be to delete the dungeon, then manually create a new dungeon in the exact same spot with the exact same size so that ruins get regenerated. But you'd have to do this for each of your 32 dungeons. And if your map is really old, you'd have a problem with Minecraft regenerating chunks that don't match up with the rest of your map. I don't think this will work for you.
The other way would be to use an NBT editor to set the exit point of your portals. This is hard because the values are pickled. But all the info for a dungeon is contained in a chest with a tag called "MCDungeon Data Library."
It wouldn't be too hard to create a utility to read the dungeon configs and update the portal offset to a value you supply. You'd just need to know the coordinates you want players to be teleported to.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Thanks for this awesome mod!
Suggestion for later development:
At times, due to terrain, MCD can't place dungeons (depth/width/space). Have you considered the option for battle towers? with a a 20 x 20 footprint, a lot could be done...