Minecraft 1.2.5
Download Better dungeons version 0.932_1
Mirrors and older versions:
Spoiler
Mirrors:
Old versions:(Better dungeons, for the items look below)
Minecraft 1.2.5
Download Better dungeons version 0.931
Download Better dungeons version 0.93_3
Download Better dungeons version 0.925
Minecraft 1.2.4
Download Better dungeons version 0.924
Minecraft 1.2.3
Download Better dungeons version 0.923 (Reuploaded)
Minecraft 1.1
Download Better dungeons version 0.922
v0.92
v0.91
Minecraft 1.0
v0.891
v0.82
v0.81
v0.8
v0.7
v0.6
Mirrors:
Old versions:(Better dungeons, for the items look below)
Minecraft 1.2.5
Download Better dungeons version 0.931
Download Better dungeons version 0.93_3
Download Better dungeons version 0.925
Minecraft 1.2.4
Download Better dungeons version 0.924
Minecraft 1.2.3
Download Better dungeons version 0.923 (Reuploaded)
Minecraft 1.1
Download Better dungeons version 0.922
v0.92
v0.91
Minecraft 1.0
v0.891
v0.82
v0.81
v0.8
v0.7
v0.6
Adventure items 1.1
Minecraft 1.2.5
Adventure items 1.1
Minecraft 1.2.4
Adventure items
Minecraft 1.2.3
Adventure items
Spoiler
Old versions:
To get the items you will need to search for them in dungeon treasures(only dungeons created with the mod instaled), some items can be empowered, put 9 in a crafting grid to and you will get a epic item.
Items for treasures, they are a first version of magic scrolls with special habilities, right now there are 4 types. They consume hunger as energy to cast them.
Healing and hunger scrolls:
Healing scroll will heal you at a small hunger cost
Hunger scroll will restore you hunger bar overtime, , or you can use it to recover hunger.
Teleport scroll: jealous about the endermen? Now you can teleport too.(The cost will be 3/4 steaks, not like in the video)
Vamp scroll: like necromancer spell, will heal you depending on the damage done, at more time charged, the spell will be more powerful (limited to your max hunger).
Carcaj: stack arrows in a carcaj, can be crafted into 9 arrows, or craft it with 9 arrows.
Long bow: fires arrow stronger than the vanilla bow, its enchantable like the normal bow, and you can also attach some poisons(dyes) to it, to give the arrows different properties like poison(green), slow(blue)...Each shoot have a chance of removing the current poison from the bow.
Arrow transformer: transform items in your inventory into arrows/carcajs, consumes dirt, cobble/stone... and more.
If you put 4 Arrow transformers in a crafting grid you can get the magic carcaj, magic carcaj can be used to craft arrows like arrow transformer, or as an infinite arrow resource for long bow.
Walker scroll: Right click to activate ir, wile activated gives you a speed and jump boss, put 4 in a crafting grid to get a walker spellbook, gives more boost and autoclim 1 block slabs.
Feathers: Right click to activate it, while activated you can fly, golden feather gives a speed boost and prevents falling damage.
Mining scroll: Press R to toogle its function,
lucky mining: mines a single drop with hight drop chances(try it with lapis, coal...)
power mining: mines 3x3 blocks in front of you.
You can craft the mining spellbook with 9 mining scrolls in a crafting grid, mining spellbook have reduced use cost;
Magic orb:
While activated gives you different pottion effects, press R to toogle the effect, right click to activate/deactivate.
You can craft it into a powerful version, in the same way as the other items.
And more: nature scroll, bounce scroll, fire scroll, summon scroll...discover their effects. Most of them will have a description in game, and are very intuitive.
Old versions:
Spoiler
Instalation: copy the downloaded zip into your mods folder. This mod does NOT add any new item sprite, for item IDs configuration check at better dungeons config.To get the items you will need to search for them in dungeon treasures(only dungeons created with the mod instaled), some items can be empowered, put 9 in a crafting grid to and you will get a epic item.
Items for treasures, they are a first version of magic scrolls with special habilities, right now there are 4 types. They consume hunger as energy to cast them.
Healing and hunger scrolls:
Healing scroll will heal you at a small hunger cost
Hunger scroll will restore you hunger bar overtime, , or you can use it to recover hunger.
Teleport scroll: jealous about the endermen? Now you can teleport too.(The cost will be 3/4 steaks, not like in the video)
Vamp scroll: like necromancer spell, will heal you depending on the damage done, at more time charged, the spell will be more powerful (limited to your max hunger).
Carcaj: stack arrows in a carcaj, can be crafted into 9 arrows, or craft it with 9 arrows.
Long bow: fires arrow stronger than the vanilla bow, its enchantable like the normal bow, and you can also attach some poisons(dyes) to it, to give the arrows different properties like poison(green), slow(blue)...Each shoot have a chance of removing the current poison from the bow.
Arrow transformer: transform items in your inventory into arrows/carcajs, consumes dirt, cobble/stone... and more.
If you put 4 Arrow transformers in a crafting grid you can get the magic carcaj, magic carcaj can be used to craft arrows like arrow transformer, or as an infinite arrow resource for long bow.
Walker scroll: Right click to activate ir, wile activated gives you a speed and jump boss, put 4 in a crafting grid to get a walker spellbook, gives more boost and autoclim 1 block slabs.
Feathers: Right click to activate it, while activated you can fly, golden feather gives a speed boost and prevents falling damage.
Mining scroll: Press R to toogle its function,
lucky mining: mines a single drop with hight drop chances(try it with lapis, coal...)
power mining: mines 3x3 blocks in front of you.
You can craft the mining spellbook with 9 mining scrolls in a crafting grid, mining spellbook have reduced use cost;
Magic orb:
While activated gives you different pottion effects, press R to toogle the effect, right click to activate/deactivate.
You can craft it into a powerful version, in the same way as the other items.
And more: nature scroll, bounce scroll, fire scroll, summon scroll...discover their effects. Most of them will have a description in game, and are very intuitive.
A video showing previews of some dungeons, by the nice Etalyx
More videos:
Spoiler
A trailer by awesomedude1012
A minecraft with mods trailer by azert123(fr)
A nice video about the mod by PhobicBus
A trailer by awesomedude1012
A minecraft with mods trailer by azert123(fr)
A nice video about the mod by PhobicBus
Installation guide:
Spoiler
Instalation: Copy the content of the folder in the downloaded zip into your .minecraft folder, delete the old config file to reset it, backup it if you have edited it.
Required: Risugami's ModLoader
A video tutorial by Infired:
Configs:
Dungeons maxium size, rooms size, number of rooms, rarity, chest items look at description for more info about parameters, delete if you are updating from 0.1 to 0.2
Config file is in your minecraft folder, betterDungeons.conf
Compatibility: All mods compatible with modloader, this mod don't add any item/block.
For having other mod items, or just your desired items to chests, go to the config file and look for treasures and chest lines.
Here are some examples:
Balkon's weaponmod:Diamond weapons for treasures, bullets for chests
treasures = 3327; 3323; 3322; 3333; 3345; 3356; 3359; 3363; 3372; 3377;
chests = 3376,1; 3344,4; 3335,10; 3340,20; 3346,2; 3348,10; 3350,5; 3380,10;
Instalation: Copy the content of the folder in the downloaded zip into your .minecraft folder, delete the old config file to reset it, backup it if you have edited it.
Required: Risugami's ModLoader
A video tutorial by Infired:
Configs:
Dungeons maxium size, rooms size, number of rooms, rarity, chest items look at description for more info about parameters, delete if you are updating from 0.1 to 0.2
Config file is in your minecraft folder, betterDungeons.conf
Compatibility: All mods compatible with modloader, this mod don't add any item/block.
For having other mod items, or just your desired items to chests, go to the config file and look for treasures and chest lines.
Here are some examples:
Balkon's weaponmod:Diamond weapons for treasures, bullets for chests
treasures = 3327; 3323; 3322; 3333; 3345; 3356; 3359; 3363; 3372; 3377;
chests = 3376,1; 3344,4; 3335,10; 3340,20; 3346,2; 3348,10; 3350,5; 3380,10;
FAQ
Spoiler
My game its crashing, can you fix it?
I can probobablly fix it, but I need some information, first you need a crash report(if the post don't have it, you will be ignored), some information about how it happened will also help, and the mod version.
Hey 'X' mob its acting very strange, have bugs...
First of all check what version are you using, if you are using an older version, update. If the problem its persisting, then report the whats wrong.
Its this mod compatible with 'X'?
This mod its compatible with almost all mods
Can I disable X feature in the mod
Probablly yes, check at the configuration file, I tried to made everithing configurable.
How can I add objects to the dungeons chests
You can find this information on the Installation spoiler.
Can you make neutral mobs to trade/contract/quests?
Yes, I can, but I'm not going to do it as right now there are many mods with that features(millenaite, castle defenders...), and there its an interface for other mods to get events like boss deads and trigger quests
Mobs are too hard, nerf them!
Vote it in the poll, set your game dificulty to normal/easy, buy some armor, use you sword to block, learn they mechanics and how to fight them. If nothing worked, power off your computer, take a break, and try tomorrow with increased morale
I don't see any dungeons, how can I know if I have the mod installed?
Go to the achiements page, look at the right, if you haven't new achievements there, you haven't installed the mod correctly, if you can see them keep exploring the world, dungeons only spawn at a certain distance from the spawn point, you can also change the rarity in the config file.
My game its crashing, can you fix it?
I can probobablly fix it, but I need some information, first you need a crash report(if the post don't have it, you will be ignored), some information about how it happened will also help, and the mod version.
Hey 'X' mob its acting very strange, have bugs...
First of all check what version are you using, if you are using an older version, update. If the problem its persisting, then report the whats wrong.
Its this mod compatible with 'X'?
This mod its compatible with almost all mods
Can I disable X feature in the mod
Probablly yes, check at the configuration file, I tried to made everithing configurable.
How can I add objects to the dungeons chests
You can find this information on the Installation spoiler.
Can you make neutral mobs to trade/contract/quests?
Yes, I can, but I'm not going to do it as right now there are many mods with that features(millenaite, castle defenders...), and there its an interface for other mods to get events like boss deads and trigger quests
Mobs are too hard, nerf them!
Vote it in the poll, set your game dificulty to normal/easy, buy some armor, use you sword to block, learn they mechanics and how to fight them. If nothing worked, power off your computer, take a break, and try tomorrow with increased morale
I don't see any dungeons, how can I know if I have the mod installed?
Go to the achiements page, look at the right, if you haven't new achievements there, you haven't installed the mod correctly, if you can see them keep exploring the world, dungeons only spawn at a certain distance from the spawn point, you can also change the rarity in the config file.
Version history:
Spoiler
Better dungeons:
0.932_1 (May 7)
Solved some bugs with the config file.
0.932 (May 6)
Fixed bug with "dungeons generated at".
Ice bull have a new model.
Spawners are more common in underground caves.
Portals will teleport your mounts too if you are riding them.
Maybe a secret dungeon its less rare...
Changed the bedrock removing at nether, now will create small mountains around the surface, also added an option to disable it.
A new spawning system for mobs in dungeons, its disabled by default.If classic spawn is disabled instead of directly spawning all the entities into the world when creating dungeons, they will spawn in one-use-spawners. This will require a block ID, but probablly increasing performance and solving problems with lots of entities spawned in a small area.
New mineshafts.
Simplified chinese translation by crafteverywhere.
Fixes on the English translation by Liquid Metal Slime.
0.931
Bosses now have a health bar
Seed compatibility!
Dungeon generated at message configurable
A new castle by seanyboii (from that thread: http://www.mcschemat...5;topicseen#new)
New cave systems around layer 1, very big and dangerous caves with low light and monsters, go explore them, who knows, maybe you find some new dungeon around there...
Adventure items:
v1.1
Some fixes into item names.
Portuguese translation uppdated by G0dk1ller123.
Now the bow won't show the damage bat when a poison is attached to it.
Better dungeons:
v0.93_3
Now each time a dungeon its generated a message will pop up with the position.
The madness item now woork with entities that use the new AI.
Fixed the drop for shadow walkers and the boss.
v0.93_2
Added achievements for the last bosses.
Added an option to spawn dungeons in all biomes(only the improved vanilla dungeons, boss dungeons still only spawn in their biome)
Added portugese(from portugal) to the compatible languages list, say thanks to g0dk1ller123
v0.93
Fixed, and optimized a bit the rendering stuff.
New stuff on the items gui, try it! and give me some feedback on the new "generator eggs" mountains and clouds, they are possibly future dungeons, the clouds are obviously for the sky and the mountains could go underground, or at the nether top...
Replaced the iron blocks on the sphinx stairs to obsidian
Now horses will use the jump key to jump instead of space key.
New caves on icy biomes, spawn between layers 5 and 55. Those caves have only 10 height, and are caracterized by an ice floor, goblin spawners, and a special creature, the ice bull.
New goblins for snowy biomes, very similar to their swamp brothers, they ride wolves instead of worms/bees.
New boss: ice bull. They look like blue cows, but they are not peaceful as cows, if you attack him he will charge to you destroying everithing on their path(included you).
New castles for snow biomes, there are only 3 templates right now and the chance will be low by default until I can get more of them. They are big, the default size its 70x70, with 10 tiles for underground dungeon, so as a difference from the plains castles those castles are wider and focused on the surface. The defaul mob populating castles its the shadow walker.
New mob: shadow walker, similar stats as the pirates, they don't use poisons on their weapons but have an improved team AI.
Types:
Warrior: equiped with a dagger, they attack fast, with a bit less damage than pirates.
Archer: like pirate archers, but don't apply poisons to their arrows.
Defender: equiped with sword and shied, find a way to make them stop blocking, or will take long to beat them.
Rider: equiped with a sword and ridding a horse! Hard to escape from them, so don't face them if you are not sure you can survive.
New boss: shadow walker boss, probably to be rewritted in a future, its caracterized by his special weapon. If he is figting the sky will turn dark, and will start raining. If you see him swinging his arm, run away, something bad will happen at your position.
Some new shied sprites for the enemies, now depending on the class will have a different shied.
Changes on many textures: shieds, weapons(thats new), and projectile textures are in /bdimg/items.png.
All textures are now stored at the /bdimg/ folder.
Dwarf have a new texture.
Fixed a bug placing double doors.
Now all the dispensers in the dungeons will be filled with arrows, or rarely fireballs, also fixed their rotation, so now thei are usable for traps.
For brazilians, portugese from brazil its now supported, say thanks to Capiel !
A small video preview for the bull, and some of the shadow walkers(but most of them are skeletons)
Adventure items:
Updated to 1.2.5
Recipe for the spellbooks changed, now only need 4 scrolls(this also include magic feather and some more)
Bounce scroll, reweitted.And added the spellbook.
Added new scrolls: storm, fairy, summon, kaboom with theis spellbook version.
Bow had a complete rewrite, does more damage than the normal bow, a part from the normal enchantment, you can put various poisons on it, to apply them on the fired arrows. The poisons are applies by crafting the bow+any dye, depending on the dye color the poison will be different, play with it and discover wich poison fit more with your gameplay. BTW each shoot have a chance of removing the poison from the bow.
Some tweaks to many of the scrolls to make them free to use in creative mode.
Added ingame item descriptions.
Added language compatibility for the items, right now only supports English(USA), and spanish(Spain), the language its picked automaticaly depending on your game language, allways will look for the file named as your language, items name and decription its also automatically, for items its goes:
itemName = Item name here.
For descriptions:
itemName0 = description
itemName1 = description
Its quite simple, and you can use as many lines as you want, if you want to help the mod, and you translated it to your language, please send it to me and I will add you translation to the mod, also English translation may need a revision.
BetterDungeons v0.925
Updated to minecraft 1.2.5
Changed the config file, and buildings location, now all will be in the Chocolate folder
Rebuilded the spider boss.
A new castle added.
Exporter
Updated to 1.2.5
Exporter
Updated to 1.2.4
And many changes on the blocks, you can now find them on the Better dungeons items GUI, look at the config file too activate it.
Adventure items
Updated to 1.2.4
Better Dungeons v0.924
updated to 1.2.4
Now the "kill x" achievement will only trigger if the last damage source is from the player.
Changed the horses texture size to match the openGL standart sizes, this will probablly solve the problem with horses in some computers.
Armor and weapon from "weapon chests" now will have random enchantments to make them more valueables than crafted ones, the enchantments are random, and you can get fully enchanted items better than manually enchanted ones, this have not been very tested and the rate is hight, tell me if you find that op..
Golems from volcano dungeons changed now they use minecraft model and the new AI system, boss included.
Rewritted damage for arrows.This lowers the damage bows do, to balance it the potion effects from dwarves and pirates have an increased duration.
Rewritted the config file, DELETE IT IF YOU ARE UPDATING, now the code its easy to mantain. Also chest and treasure lines have changed the format, now they admit item damage, and all the loot from the chests its defined there, instead of having predefined items + config items.
Adventure items 1.1:
Portal scroll function changed, now spawns lvl 3 portals for free, added a updated version wich spawns a new portal, with this you can set the destination position.
Added hookshoot, replaces the old portal scroll function, its for free but with some limitations,decreased range(but can be upgraded) the hook will push you to the first place hitted, if its an entity will push the entity to you.
Healing scroll now have a casting time, reduced hunger consumition to 1/2 for each 2 hearts, and gives a very slow health regeneration, same for the hunger scroll except it consumes 1 hearth for each 2 steaks restored.
FireScroll/spellbook now fires flames like a flamethrower intead of fireballs.
Added soul weapons, to get them press 'R' or the defined key holding a wooden sword, you can spend level on this weapons to upgrade them, they will increase their stats(damage, damage on blocks, critical, knockback), each five levels you can add them spend 1 enchantment point, and special habilities, at more level.
v0.922
Fixed a bug crashing the game interacting with horses/pollos with empty hand.
Magic damage reduced.
v0.921
Archers bow now changes the sprite depending on how charged the bow is(like player shooting bow)
Attacking and archer aiming(doen't apply to projectiles), reset his aiming, now archers shouldn't be a problem at mele distance, but in order to counter this small nerf, they will shoot critical arrows if they are in a highter position than you.
Decreased human mobs damage in easy(in 2 points), and normal(1 point).
Changed a bug where humans mobs where spawning in boats(lol), instead of on their original mounts.
Fixed a items gui crash if the adventure items was not installed.
Goblins stats heavily decreased.
Added a new line in the config file to configure the distance from the spawn to the point where dungeons start to generate.
Max human size reduced a bit(only apllies to normal size humans) now they won't stuck in 2 block height paths.
And some more blah blah...
v0.92
Changed pig zombie archer despawn, now archers from cities won't despawn.
Added "monster eggs" to spawn almost all the creatures on the mod, creatures spawned on this way will not despawn until dead(bosses included). To get the eggs, press the defined key in the config file, and a GUI will pop up(this its desactivated by default).
Also added a bonus item called Madness(just for fun), you can get it with the new Items gui, it causes madness around when used, or makes the hitted entity the target for all nearby aggressive mobs, summon some mobs and use it to see the effects.
Many changes too horses, on basic stats, now each horse focus on a feature(health, step height, speed, or sprint time), you can sprint using shift while you are at max speed, lot of bugfixes, be careful if a skeleton steals yours, now they have a better AI, and they will be hard to fight.
Added pollos, they are like giant chickens, you can saddle them and ride them, like horses yhey focus on a feature depending on the color(health, step height, speed, jump height, extra jumps, or plane).
Now you change animals state interacting with them while sneaking, they have 2 states free move and waiting.
Added dogs, they act like wolves with some special features, if tamed, you can't hurt them, they have a chance of becoming the target of the attacked entity, instad of allways, becoming a good ally for your battles, you can breed them as like all the animals.
Breeding animals, acts like vanilla breeding for all the animals, give them wheat, if they aren't at max health this will heal them, if they are at max health they will enter in love state, and if they find another animal of their race in love they will have a baby, There is 1/50 chances of a special baby.
Some new textures and a castle by Kanokarob
v0.91
Archers now deal half of the previous damage.
Added horses, at least an use for all those saddlers you get in chests. Can be bread as other animals.
v0.9
Remapped some mob sounds.
Changed the code for collisions in the humans, now works with small creatures.
Skeleton archers attack speed decreased.
Render optimizations.
Human models reworked:
Improved moving animations, now human mobs will have human animation instead of zombie animations.
Added attack animations, mobs with sword have 2 basic attacks, deal the same damage but have different sword animation. Mobs with bow will aim the bow after shooting the arrow.
Added shieds, some humans will have shieds, while blocking the tamage taken its reduced at 1/3, they will also have a chance(depending on the mob level) of blocking all the incoming damage, and they are arrow inmune. Normal stats if not blocking.
Fixed a bug making volcanoes having the double chances of spawning that the defined.
A new way to enter to underground dungeons, or to teleport fast around the world, portals. They are not implemented yet in any dungeon, but you can use them if you have adventure items.
Reworked the code for pasting templates into the world, complex redstone circuits are working better.
Pirate istand edited, added some fences, and more pirates.
Some new templates: a church(acting as a castle),one small ship and one mid ship, and a stronghold entrance by Xiraxis. A big "(air)ship", for pirates by Vakarain, another spot for pirate king. And a new castle made by me(its more a dungeon than a castle).
Now you can deactivate naturall mob spawning on the config file.
v0.82
Added a trigger to activate pirate boss achievement.
Rewrited projectiles.
Added a tweak to add items from the new mod "Adventure Items"
v0.81
Slime boss now spawn at 1/3 chance for each ship.
Slime boss drop changed, now drops more slimeballs, and all kinds of minerals.
Slime cave glowstone reduced.
Solved problem with spawns
More templates for the strongholds, including lots of spawners, and some secret rooms/hidden chests, open your eyes.
Rewrited the code to get the height for the desert buildings.
v0.8
Focused on bugfixing, new bosses will probably need fixes, and more special attacks.
Fixed a rare bug at world generation that could cause crash.
Necromancer health and attack increased, added casting particles, other minor changes.
Redone the code to get the best base height of overworld buildings.
Increased attack of all the armored entities.
Rewritted pigZombie mage.
Decreased the drops of zombie and skeleton armored, and included a low chance of dropping a random potion.
Reordered achievements and added 4 more.
Added Liche, a powerful and experimented necromancer, you can fin it at the end of Taiga strongholds.
Added castles, spawn in plains, are the easiest dungeon.
Moved skeleton, and a necromancer from strongholds to castles(only for new chunks).
Added ships, they spawn in oceans,filled with pirates.With the mod there are 7 small ships, a galeon and, the pirates island, with the obviously buried treasure.
Added a line on the config file for ships/slime caves.
There are 2 types of pirates, armored pirates, and pirate archers, they use potions on their weapons that cause visual effects.
Added a pirate boss, like other pirates they use visual effects on thein weapons, and knows the secret of the thiefs, invisibility, open you eyes!.
Revised code for chests drops:
Armor chests: diamond armors/weapons chance decreased to 1/1000, added torches.
Food chests: added a small chance of a random potion 1/500.
Mineral chests: added coal and sticks, decreased chances for diamond.
Treasure chests: now have a new line in the configuration file. Changed the contents, now can have diamonds, potions golden apples, eye of enders or a item selected from the list on the config file.
Normal chests drops adjusted.
Now there are 2 lines for chests:
chests: normal chests, they spawn in normal dungeons, randomly at swamp caves(very rare), and commonly in templates(castles, ships, strongholds, swamp cave dungeons...), the chances to get the items are, 14(basic items) + total items per each stack of items.
treasures: only on templates, and designed to be rare, or at bosses rooms. The chances to get the items here are rarer, and you wont get more chances putting the same item multiple times, the rates are 4(basic items) + 1(custom item), if a custom item is selected it will be choosen from the config file.
V0.7
Added strongholds, a new dungeon in taiga biome(not the same as minecraft strongholds).
Added armored skeleton.
New boss, necromancer,he hides at the end of strongholds, with an undead horde protecting him.(On later versions, necromancers and skeletons will be in castles, a new dungeons in plains, and zombies and a new boss will be in stronholds)
Removed the big and hollow pyramid, now the maze entrance are custom buildungs loaded from /BetterDungeons/desert/
New achievement, kill the necromancer.
General world generation tweaks.
Reduced loot from chests.
Desert boss(Pyramid boss) spawn minions faster.
Minor changes in spider boss.
Pig zombie mage and pig zombie archer are agresive(remember, if you hit them all nearby pig zombies will attack you).
Bosses, and armored mobs drop more exp.
Better dungeons:
0.932_1 (May 7)
Solved some bugs with the config file.
0.932 (May 6)
Fixed bug with "dungeons generated at".
Ice bull have a new model.
Spawners are more common in underground caves.
Portals will teleport your mounts too if you are riding them.
Maybe a secret dungeon its less rare...
Changed the bedrock removing at nether, now will create small mountains around the surface, also added an option to disable it.
A new spawning system for mobs in dungeons, its disabled by default.If classic spawn is disabled instead of directly spawning all the entities into the world when creating dungeons, they will spawn in one-use-spawners. This will require a block ID, but probablly increasing performance and solving problems with lots of entities spawned in a small area.
New mineshafts.
Simplified chinese translation by crafteverywhere.
Fixes on the English translation by Liquid Metal Slime.
0.931
Bosses now have a health bar
Seed compatibility!
Dungeon generated at message configurable
A new castle by seanyboii (from that thread: http://www.mcschemat...5;topicseen#new)
New cave systems around layer 1, very big and dangerous caves with low light and monsters, go explore them, who knows, maybe you find some new dungeon around there...
Adventure items:
v1.1
Some fixes into item names.
Portuguese translation uppdated by G0dk1ller123.
Now the bow won't show the damage bat when a poison is attached to it.
Better dungeons:
v0.93_3
Now each time a dungeon its generated a message will pop up with the position.
The madness item now woork with entities that use the new AI.
Fixed the drop for shadow walkers and the boss.
v0.93_2
Added achievements for the last bosses.
Added an option to spawn dungeons in all biomes(only the improved vanilla dungeons, boss dungeons still only spawn in their biome)
Added portugese(from portugal) to the compatible languages list, say thanks to g0dk1ller123
v0.93
Fixed, and optimized a bit the rendering stuff.
New stuff on the items gui, try it! and give me some feedback on the new "generator eggs" mountains and clouds, they are possibly future dungeons, the clouds are obviously for the sky and the mountains could go underground, or at the nether top...
Replaced the iron blocks on the sphinx stairs to obsidian
Now horses will use the jump key to jump instead of space key.
New caves on icy biomes, spawn between layers 5 and 55. Those caves have only 10 height, and are caracterized by an ice floor, goblin spawners, and a special creature, the ice bull.
New goblins for snowy biomes, very similar to their swamp brothers, they ride wolves instead of worms/bees.
New boss: ice bull. They look like blue cows, but they are not peaceful as cows, if you attack him he will charge to you destroying everithing on their path(included you).
New castles for snow biomes, there are only 3 templates right now and the chance will be low by default until I can get more of them. They are big, the default size its 70x70, with 10 tiles for underground dungeon, so as a difference from the plains castles those castles are wider and focused on the surface. The defaul mob populating castles its the shadow walker.
New mob: shadow walker, similar stats as the pirates, they don't use poisons on their weapons but have an improved team AI.
Types:
Warrior: equiped with a dagger, they attack fast, with a bit less damage than pirates.
Archer: like pirate archers, but don't apply poisons to their arrows.
Defender: equiped with sword and shied, find a way to make them stop blocking, or will take long to beat them.
Rider: equiped with a sword and ridding a horse! Hard to escape from them, so don't face them if you are not sure you can survive.
New boss: shadow walker boss, probably to be rewritted in a future, its caracterized by his special weapon. If he is figting the sky will turn dark, and will start raining. If you see him swinging his arm, run away, something bad will happen at your position.
Some new shied sprites for the enemies, now depending on the class will have a different shied.
Changes on many textures: shieds, weapons(thats new), and projectile textures are in /bdimg/items.png.
All textures are now stored at the /bdimg/ folder.
Dwarf have a new texture.
Fixed a bug placing double doors.
Now all the dispensers in the dungeons will be filled with arrows, or rarely fireballs, also fixed their rotation, so now thei are usable for traps.
For brazilians, portugese from brazil its now supported, say thanks to Capiel !
A small video preview for the bull, and some of the shadow walkers(but most of them are skeletons)
Adventure items:
Updated to 1.2.5
Recipe for the spellbooks changed, now only need 4 scrolls(this also include magic feather and some more)
Bounce scroll, reweitted.And added the spellbook.
Added new scrolls: storm, fairy, summon, kaboom with theis spellbook version.
Bow had a complete rewrite, does more damage than the normal bow, a part from the normal enchantment, you can put various poisons on it, to apply them on the fired arrows. The poisons are applies by crafting the bow+any dye, depending on the dye color the poison will be different, play with it and discover wich poison fit more with your gameplay. BTW each shoot have a chance of removing the poison from the bow.
Some tweaks to many of the scrolls to make them free to use in creative mode.
Added ingame item descriptions.
Added language compatibility for the items, right now only supports English(USA), and spanish(Spain), the language its picked automaticaly depending on your game language, allways will look for the file named as your language, items name and decription its also automatically, for items its goes:
itemName = Item name here.
For descriptions:
itemName0 = description
itemName1 = description
Its quite simple, and you can use as many lines as you want, if you want to help the mod, and you translated it to your language, please send it to me and I will add you translation to the mod, also English translation may need a revision.
BetterDungeons v0.925
Updated to minecraft 1.2.5
Changed the config file, and buildings location, now all will be in the Chocolate folder
Rebuilded the spider boss.
A new castle added.
Exporter
Updated to 1.2.5
Exporter
Updated to 1.2.4
And many changes on the blocks, you can now find them on the Better dungeons items GUI, look at the config file too activate it.
Adventure items
Updated to 1.2.4
Better Dungeons v0.924
updated to 1.2.4
Now the "kill x" achievement will only trigger if the last damage source is from the player.
Changed the horses texture size to match the openGL standart sizes, this will probablly solve the problem with horses in some computers.
Armor and weapon from "weapon chests" now will have random enchantments to make them more valueables than crafted ones, the enchantments are random, and you can get fully enchanted items better than manually enchanted ones, this have not been very tested and the rate is hight, tell me if you find that op..
Golems from volcano dungeons changed now they use minecraft model and the new AI system, boss included.
Rewritted damage for arrows.This lowers the damage bows do, to balance it the potion effects from dwarves and pirates have an increased duration.
Rewritted the config file, DELETE IT IF YOU ARE UPDATING, now the code its easy to mantain. Also chest and treasure lines have changed the format, now they admit item damage, and all the loot from the chests its defined there, instead of having predefined items + config items.
Adventure items 1.1:
Portal scroll function changed, now spawns lvl 3 portals for free, added a updated version wich spawns a new portal, with this you can set the destination position.
Added hookshoot, replaces the old portal scroll function, its for free but with some limitations,decreased range(but can be upgraded) the hook will push you to the first place hitted, if its an entity will push the entity to you.
Healing scroll now have a casting time, reduced hunger consumition to 1/2 for each 2 hearts, and gives a very slow health regeneration, same for the hunger scroll except it consumes 1 hearth for each 2 steaks restored.
FireScroll/spellbook now fires flames like a flamethrower intead of fireballs.
Added soul weapons, to get them press 'R' or the defined key holding a wooden sword, you can spend level on this weapons to upgrade them, they will increase their stats(damage, damage on blocks, critical, knockback), each five levels you can add them spend 1 enchantment point, and special habilities, at more level.
v0.922
Fixed a bug crashing the game interacting with horses/pollos with empty hand.
Magic damage reduced.
v0.921
Archers bow now changes the sprite depending on how charged the bow is(like player shooting bow)
Attacking and archer aiming(doen't apply to projectiles), reset his aiming, now archers shouldn't be a problem at mele distance, but in order to counter this small nerf, they will shoot critical arrows if they are in a highter position than you.
Decreased human mobs damage in easy(in 2 points), and normal(1 point).
Changed a bug where humans mobs where spawning in boats(lol), instead of on their original mounts.
Fixed a items gui crash if the adventure items was not installed.
Goblins stats heavily decreased.
Added a new line in the config file to configure the distance from the spawn to the point where dungeons start to generate.
Max human size reduced a bit(only apllies to normal size humans) now they won't stuck in 2 block height paths.
And some more blah blah...
v0.92
Changed pig zombie archer despawn, now archers from cities won't despawn.
Added "monster eggs" to spawn almost all the creatures on the mod, creatures spawned on this way will not despawn until dead(bosses included). To get the eggs, press the defined key in the config file, and a GUI will pop up(this its desactivated by default).
Also added a bonus item called Madness(just for fun), you can get it with the new Items gui, it causes madness around when used, or makes the hitted entity the target for all nearby aggressive mobs, summon some mobs and use it to see the effects.
Many changes too horses, on basic stats, now each horse focus on a feature(health, step height, speed, or sprint time), you can sprint using shift while you are at max speed, lot of bugfixes, be careful if a skeleton steals yours, now they have a better AI, and they will be hard to fight.
Added pollos, they are like giant chickens, you can saddle them and ride them, like horses yhey focus on a feature depending on the color(health, step height, speed, jump height, extra jumps, or plane).
Now you change animals state interacting with them while sneaking, they have 2 states free move and waiting.
Added dogs, they act like wolves with some special features, if tamed, you can't hurt them, they have a chance of becoming the target of the attacked entity, instad of allways, becoming a good ally for your battles, you can breed them as like all the animals.
Breeding animals, acts like vanilla breeding for all the animals, give them wheat, if they aren't at max health this will heal them, if they are at max health they will enter in love state, and if they find another animal of their race in love they will have a baby, There is 1/50 chances of a special baby.
Some new textures and a castle by Kanokarob
v0.91
Archers now deal half of the previous damage.
Added horses, at least an use for all those saddlers you get in chests. Can be bread as other animals.
v0.9
Remapped some mob sounds.
Changed the code for collisions in the humans, now works with small creatures.
Skeleton archers attack speed decreased.
Render optimizations.
Human models reworked:
Improved moving animations, now human mobs will have human animation instead of zombie animations.
Added attack animations, mobs with sword have 2 basic attacks, deal the same damage but have different sword animation. Mobs with bow will aim the bow after shooting the arrow.
Added shieds, some humans will have shieds, while blocking the tamage taken its reduced at 1/3, they will also have a chance(depending on the mob level) of blocking all the incoming damage, and they are arrow inmune. Normal stats if not blocking.
Fixed a bug making volcanoes having the double chances of spawning that the defined.
A new way to enter to underground dungeons, or to teleport fast around the world, portals. They are not implemented yet in any dungeon, but you can use them if you have adventure items.
Reworked the code for pasting templates into the world, complex redstone circuits are working better.
Pirate istand edited, added some fences, and more pirates.
Some new templates: a church(acting as a castle),one small ship and one mid ship, and a stronghold entrance by Xiraxis. A big "(air)ship", for pirates by Vakarain, another spot for pirate king. And a new castle made by me(its more a dungeon than a castle).
Now you can deactivate naturall mob spawning on the config file.
v0.82
Added a trigger to activate pirate boss achievement.
Rewrited projectiles.
Added a tweak to add items from the new mod "Adventure Items"
v0.81
Slime boss now spawn at 1/3 chance for each ship.
Slime boss drop changed, now drops more slimeballs, and all kinds of minerals.
Slime cave glowstone reduced.
Solved problem with spawns
More templates for the strongholds, including lots of spawners, and some secret rooms/hidden chests, open your eyes.
Rewrited the code to get the height for the desert buildings.
v0.8
Focused on bugfixing, new bosses will probably need fixes, and more special attacks.
Fixed a rare bug at world generation that could cause crash.
Necromancer health and attack increased, added casting particles, other minor changes.
Redone the code to get the best base height of overworld buildings.
Increased attack of all the armored entities.
Rewritted pigZombie mage.
Decreased the drops of zombie and skeleton armored, and included a low chance of dropping a random potion.
Reordered achievements and added 4 more.
Added Liche, a powerful and experimented necromancer, you can fin it at the end of Taiga strongholds.
Added castles, spawn in plains, are the easiest dungeon.
Moved skeleton, and a necromancer from strongholds to castles(only for new chunks).
Added ships, they spawn in oceans,filled with pirates.With the mod there are 7 small ships, a galeon and, the pirates island, with the obviously buried treasure.
Added a line on the config file for ships/slime caves.
There are 2 types of pirates, armored pirates, and pirate archers, they use potions on their weapons that cause visual effects.
Added a pirate boss, like other pirates they use visual effects on thein weapons, and knows the secret of the thiefs, invisibility, open you eyes!.
Revised code for chests drops:
Armor chests: diamond armors/weapons chance decreased to 1/1000, added torches.
Food chests: added a small chance of a random potion 1/500.
Mineral chests: added coal and sticks, decreased chances for diamond.
Treasure chests: now have a new line in the configuration file. Changed the contents, now can have diamonds, potions golden apples, eye of enders or a item selected from the list on the config file.
Normal chests drops adjusted.
Now there are 2 lines for chests:
chests: normal chests, they spawn in normal dungeons, randomly at swamp caves(very rare), and commonly in templates(castles, ships, strongholds, swamp cave dungeons...), the chances to get the items are, 14(basic items) + total items per each stack of items.
treasures: only on templates, and designed to be rare, or at bosses rooms. The chances to get the items here are rarer, and you wont get more chances putting the same item multiple times, the rates are 4(basic items) + 1(custom item), if a custom item is selected it will be choosen from the config file.
V0.7
Added strongholds, a new dungeon in taiga biome(not the same as minecraft strongholds).
Added armored skeleton.
New boss, necromancer,he hides at the end of strongholds, with an undead horde protecting him.(On later versions, necromancers and skeletons will be in castles, a new dungeons in plains, and zombies and a new boss will be in stronholds)
Removed the big and hollow pyramid, now the maze entrance are custom buildungs loaded from /BetterDungeons/desert/
New achievement, kill the necromancer.
General world generation tweaks.
Reduced loot from chests.
Desert boss(Pyramid boss) spawn minions faster.
Minor changes in spider boss.
Pig zombie mage and pig zombie archer are agresive(remember, if you hit them all nearby pig zombies will attack you).
Bosses, and armored mobs drop more exp.
Achievements:
Spoiler
Be the first completing one and get an honor place in this post
Post a video defeating the pyramid boss:
kanokarob
Post the first image/video of the slime boss(first secret boss):
Mauricio_Pocky
Image
Post a video defeating the spider boss:
tokmak333
Post a video defeating the necromancer:
Post a video defeating the Liche:
ipoder
Post a video defeating the King pirate:
Habigo16
Be the first completing one and get an honor place in this post
Post a video defeating the pyramid boss:
kanokarob
Post the first image/video of the slime boss(first secret boss):
Mauricio_Pocky
Image
Post a video defeating the spider boss:
tokmak333
Post a video defeating the necromancer:
Post a video defeating the Liche:
ipoder
Post a video defeating the King pirate:
Habigo16
Pics:
Spoiler
Volcanoes, stay away from the core, or not...
Siege castles to get settlements for your travels! Look for them in plains.
Assault pirate ships
Strongholds, try to find the entrances at taiga biomes.
Swamp caves are very big, and with some flowers!!
Nether cities (Caution, secret rooms inside)
If you see a pyramid(or something suspicious in deserts), go in, look for the trapdoor in the maze and jump in to fight the boss:
Look for this caves in wet biomes to find the slime boss:
Nether holes, you will see red sky, also removed bedrock from top.
A default dungeon(In the download version dungeons will be at layers 18-60, this was just for testing)
A big one(size configurable in properties, look top)
Nether dungeons:
Volcanoes, stay away from the core, or not...
Spoiler


Siege castles to get settlements for your travels! Look for them in plains.
Spoiler


Assault pirate ships
Spoiler
The mod comes with little ships templates, a big galeon and a treasure island.

The mod comes with little ships templates, a big galeon and a treasure island.

Strongholds, try to find the entrances at taiga biomes.
Spoiler
And thats supposed to be under the towers:

And thats supposed to be under the towers:

Swamp caves are very big, and with some flowers!!
Spoiler


Nether cities (Caution, secret rooms inside)
Spoiler


If you see a pyramid(or something suspicious in deserts), go in, look for the trapdoor in the maze and jump in to fight the boss:
Spoiler


Look for this caves in wet biomes to find the slime boss:
Spoiler


Nether holes, you will see red sky, also removed bedrock from top.
Spoiler


A default dungeon(In the download version dungeons will be at layers 18-60, this was just for testing)
Spoiler


A big one(size configurable in properties, look top)
Spoiler


Nether dungeons:
Spoiler


And the list of mobs:
Spoiler
Human-like mobs:
"Human" mobs, they look human like, type depending in biome.
There are 3 classes:
Armored: scales their hp and attack depending on the dificulty and the armor/weapon they wear.
Archer: basic ranged unit, equipped with a bow.
Special unit: normally a mage with powerful spells.
Depending on the biome, dungeons will be filled with these mobs, and sometimes weak armored mobs(leather,chain, or iron armor) will patrol their biome.
Units/biome:
Plains:
Skeletons:with a discomposed corpe those warriors are the weakest warriors of the dark forces of minecraftia, their special unit is a necromancer.(base armor index 1)
Taiga:
Zombies: corpses in descomposition state, they follow their liche master orders, and are looking for brains! their special unit is a liche.(base armor index 2)
Ocean:
Pirates: their special unit is the king pirate.(base armor index 4)
Swamps:
Goblins:These creatures life in swamp caves, be care if you find one, they don't use to go alone.
Mountains:
Dwarves: This little steves will attack you in a big group, and if you find their dungeon at the core of the volcano you may find some golems, and of course a lot of valuable stuff, but, at what price?
Ice plains:
The others: not many its known about them, don't get close if you are not able to siege a skeletons castle.
Snow biomes:
Ice bull: lifes in caves on cold biomes, some investigations says that those cave are not naturally generated, probablly if you find that bull you may ask him what happened there or just run away.
Nether:
PigZombies: renegades, ex-humans, or ex-pigs, or ex-zombies, where they come from? Ancient stories tell that they are zombies that renegated to its master, and now pig curse its eating them, their special unit is a pigman mage. (base armor index 6)
Other mobs and bosses:
OverWorld:
Bosses:
Slime boss: slimes everywhere.
Pyramid boss: a boss inside pyramids, throws fireballs, and its inmune to direct player damage.
Spider boss: you can find them in swamp caves.
Necromancer: its the special of the skeletons, live in castles, its protected by an horde of skeletons. Have 3 diferent attacks: normal attack its a basic mele attack, cause confusion; Vampiric ball, a proyectile, heal the caster if the ball collides with any entity; Summon skeleton, summon a skeleton near him, the damage the skeleton does its returned to the necromancer as health.
Liche: a semi-death necromancer who gave his life to dark rituals, there creatures are dangerous, have more powerful versions of the necromancer attacks, and extra spells.
King pirate: the king of the pirates, open your eyes fighting him, he will trick with your vision.
Other:
The Exterminator prototype: its one of the biggest secrets of dwarves, you can find it at the end of their dungeons. But it is a prototype, may not work very well.
Subdits: the scout of the pyramid boss, the respawn delay depends on dificulty.
Bees: spawn in swamps under layer 60.
Summoned skeleton: summoned by a necromancer, weak attack , weak health, but will heal his master doing damage to his enemies.
Animals:
Horses: an use for all those saddles you get in dungeons.
There are some different horses, each one has his habilities(health, speed...) depending on their color, try to find your best mount.
If you are sneaking and the horse its at his max speed he will start sprinting(time depends on the race)
If you have a saddle you can also tame them, once tamed they will stay in the same position, wont despawn and can be ridden right clicking on it.
Saddled horses can change their state(waiting, free movement) by interacting with them while sneaking.
You can bread them like other vanilla minecraft animals.
A preview by the crazy skeleton:(outdated)
Pollos: pollos look like ostrich with different colors, they act like horses except in the movement, they can't sprint, and aren't that fast, but they jump highter, and they can plane. Like horses they have special features depending on the color(speed, planing distance...)
Dogs
An alternative to wolves, they act the same way, except that you can breed them(use wheat), you can't attack them, and they have a chance of become the target of the attacked monster instead of allways.
Special thanks:Human-like mobs:
"Human" mobs, they look human like, type depending in biome.
There are 3 classes:
Armored: scales their hp and attack depending on the dificulty and the armor/weapon they wear.
Archer: basic ranged unit, equipped with a bow.
Special unit: normally a mage with powerful spells.
Depending on the biome, dungeons will be filled with these mobs, and sometimes weak armored mobs(leather,chain, or iron armor) will patrol their biome.
Units/biome:
Plains:
Skeletons:with a discomposed corpe those warriors are the weakest warriors of the dark forces of minecraftia, their special unit is a necromancer.(base armor index 1)
Taiga:
Zombies: corpses in descomposition state, they follow their liche master orders, and are looking for brains! their special unit is a liche.(base armor index 2)
Ocean:
Pirates: their special unit is the king pirate.(base armor index 4)
Swamps:
Goblins:These creatures life in swamp caves, be care if you find one, they don't use to go alone.
Mountains:
Dwarves: This little steves will attack you in a big group, and if you find their dungeon at the core of the volcano you may find some golems, and of course a lot of valuable stuff, but, at what price?
Ice plains:
The others: not many its known about them, don't get close if you are not able to siege a skeletons castle.
Snow biomes:
Ice bull: lifes in caves on cold biomes, some investigations says that those cave are not naturally generated, probablly if you find that bull you may ask him what happened there or just run away.
Nether:
PigZombies: renegades, ex-humans, or ex-pigs, or ex-zombies, where they come from? Ancient stories tell that they are zombies that renegated to its master, and now pig curse its eating them, their special unit is a pigman mage. (base armor index 6)
Other mobs and bosses:
OverWorld:
Bosses:
Slime boss: slimes everywhere.
Pyramid boss: a boss inside pyramids, throws fireballs, and its inmune to direct player damage.
Spider boss: you can find them in swamp caves.
Necromancer: its the special of the skeletons, live in castles, its protected by an horde of skeletons. Have 3 diferent attacks: normal attack its a basic mele attack, cause confusion; Vampiric ball, a proyectile, heal the caster if the ball collides with any entity; Summon skeleton, summon a skeleton near him, the damage the skeleton does its returned to the necromancer as health.
Liche: a semi-death necromancer who gave his life to dark rituals, there creatures are dangerous, have more powerful versions of the necromancer attacks, and extra spells.
King pirate: the king of the pirates, open your eyes fighting him, he will trick with your vision.
Other:
The Exterminator prototype: its one of the biggest secrets of dwarves, you can find it at the end of their dungeons. But it is a prototype, may not work very well.
Subdits: the scout of the pyramid boss, the respawn delay depends on dificulty.
Bees: spawn in swamps under layer 60.
Summoned skeleton: summoned by a necromancer, weak attack , weak health, but will heal his master doing damage to his enemies.
Animals:
Horses: an use for all those saddles you get in dungeons.
There are some different horses, each one has his habilities(health, speed...) depending on their color, try to find your best mount.
If you are sneaking and the horse its at his max speed he will start sprinting(time depends on the race)
If you have a saddle you can also tame them, once tamed they will stay in the same position, wont despawn and can be ridden right clicking on it.
Saddled horses can change their state(waiting, free movement) by interacting with them while sneaking.
You can bread them like other vanilla minecraft animals.
A preview by the crazy skeleton:(outdated)
Pollos: pollos look like ostrich with different colors, they act like horses except in the movement, they can't sprint, and aren't that fast, but they jump highter, and they can plane. Like horses they have special features depending on the color(speed, planing distance...)
Dogs
An alternative to wolves, they act the same way, except that you can breed them(use wheat), you can't attack them, and they have a chance of become the target of the attacked monster instead of allways.
Spoiler
kanokarob:For the nicest textures on the mod.
reinhart: For translating and formating the exporter info.
Awesomebob74:for the given feedback.
Vakarain: for the flying ship home of the pirate king.
Xiraxis: for his bizantine templates.
Seanniboy: he made the amazing jungle temple.
g0dk1ller123: portuguese(from portugal) translation.
Capiel: portuguese(from brazil) translation
crafteverywhere: Simplified chinese translation
Liquid Metal Slime: English translation.
Mojang team: Obviosly.
And for all of you who give me feedback, thank to you we can play with balanced mobs and bugfree.
kanokarob:For the nicest textures on the mod.
reinhart: For translating and formating the exporter info.
Awesomebob74:for the given feedback.
Vakarain: for the flying ship home of the pirate king.
Xiraxis: for his bizantine templates.
Seanniboy: he made the amazing jungle temple.
g0dk1ller123: portuguese(from portugal) translation.
Capiel: portuguese(from brazil) translation
crafteverywhere: Simplified chinese translation
Liquid Metal Slime: English translation.
Mojang team: Obviosly.
And for all of you who give me feedback, thank to you we can play with balanced mobs and bugfree.
If someone want to help me with templates nether cities use 15x15 and 20 height templates:
You can use the exporter to export your buildings, or send me your map and I will export it.
Building exporter, customize your dungeons
Spoiler
Download for minecraft 1.5
Exporter mod
Download for minecraft 1.4
Exporter mod
Old versions
Instructions
Exporter Block:
First you need to get the exporter block and place it, if you click on the block, this interface will pop up:
If you click on the Export button the game will export the building into \.minecraft\BetterDungeons\[insert name here] in the file name text field.
Directions example:
Paste function
Be careful when using this, or you could loose hours of building.
Pressing the paste button will paste the template placed at \.minecraft\BetterDungeons\[insert name] in the file name text field. This can overwrite your buildings and you won't be able to undo it if you dont have a backup. The paste function has some bugs with buttons, torches or blocks that requires other blocks to be placed, or you can use 'J' key to directly paste the template named template (take care with this too).
The building from previous picture paste in the terrain in the first picture, results in the following:
You can also paste your templates by pressing 'J', this will copy the template saved at \.minecraft\BuildingExporter\template , be careful when using it as it can overwrite your work.
Rename and copy it into \.minecraft\BetterDungeons\* to have it spawning in the world.
Custom blocks
Creative maps, you can find these at the end of creative items list.
The blocks have changed, now they look like this:
These special blocks will be pasted in a special way.
Templates/Folders:
pigcity/: Uses 15x15 templates, entrance must be at 8th position, and is recommended to leave at least 1 block to be able to walk around the building. No more than 20 high or the game will crash. To keep in style with the architecture it's recommend to use nether bricks to build them.
swampCaves/: Uses 15x15 templates, no pre-defined entrance. Recommended to leave holes at the sides. Can crash the game if the height is more than 20.
desert/: Uses 15x15 templates by default, can use any size. They are pasted in the overworld, at the best estimated height. Requires an entrance to underground from block 7 to 9, example:
dungeons/base/: Same as desert, but recommended to build with stone. These are overworld structures in taiga biome, entrance of the strongholds.
dungeons/dungeonRooms/: The folder depend on the direction of the rooms, you can use this image as a guide or download the templates map to view all the examples.
Direction/folder guide:
ships: No size limit. Will spawn on oceans at layer 61(base ocean layer - 3). Those -3 blocks represent the submerged part of the ship, and it's recommender to fill them with water or the "null block" (see blocks explanation).
castles: No size limit. Will spawn on plains at the best estimated layer overworld - 20. Requires 20 blocks underground (a little dungeon or filled with null blocks). Castles with more than 70 in height (including underground portions) can prevent the top blocks from be copied if they exceed the max map height (127) while pasting, but will not crash the game.
Additional
The map I used to build, filled with empty templates, and mod buildings: Link.
Download for minecraft 1.5
Exporter mod
Download for minecraft 1.4
Exporter mod
Old versions
Spoiler
Installation- Copy .zip file into %appdata%\.minecraft\mods\ folder.
Instructions
Exporter Block:
First you need to get the exporter block and place it, if you click on the block, this interface will pop up:
Spoiler

Size yellow and red are the blocks to be copied in the red/yellow flower direction.
If you click on the Export button the game will export the building into \.minecraft\BetterDungeons\[insert name here] in the file name text field.
Directions example:
Spoiler

Paste function
Be careful when using this, or you could loose hours of building.
Pressing the paste button will paste the template placed at \.minecraft\BetterDungeons\[insert name] in the file name text field. This can overwrite your buildings and you won't be able to undo it if you dont have a backup. The paste function has some bugs with buttons, torches or blocks that requires other blocks to be placed, or you can use 'J' key to directly paste the template named template (take care with this too).
The building from previous picture paste in the terrain in the first picture, results in the following:
Spoiler

You can also paste your templates by pressing 'J', this will copy the template saved at \.minecraft\BuildingExporter\template , be careful when using it as it can overwrite your work.
Rename and copy it into \.minecraft\BetterDungeons\* to have it spawning in the world.
Custom blocks
Creative maps, you can find these at the end of creative items list.
The blocks have changed, now they look like this:
Spoiler

Old blocks:
Spoiler


These special blocks will be pasted in a special way.
- Armored human: will spawn 1 armored human, the class depends on the biome, and the armor will be the armor weared by the "block".
- Human archer: will spawn 1 archer with bow, the class depends on the biome same for the armor.
- Human mage: will spawn 1 special unit depending on the biome, in the lasts version its the human block without texture.
- Null block: this block is skipped while the template is being pasted(only in Better dungeons mod).Useful to generate natural caves walls, in newer versions this block looks like glass.
- Tools chest: will spawn a chest filled with armors and weapons, probablly enchanted.
- Food chest: will spawn a chest filled with food/potions.
- Minerals chest: chest with minerals: diamonds, iron, gold, flint...
- Treasure: special chests, with great tresures(ender eyes, diamond blocks, golden apples) and will have a lane in the config file to add your mods expesive items.
- Boss block: will spawn a boss depending on the block.
- The slime block its the secret boss, the spider.
Templates/Folders:
pigcity/: Uses 15x15 templates, entrance must be at 8th position, and is recommended to leave at least 1 block to be able to walk around the building. No more than 20 high or the game will crash. To keep in style with the architecture it's recommend to use nether bricks to build them.
swampCaves/: Uses 15x15 templates, no pre-defined entrance. Recommended to leave holes at the sides. Can crash the game if the height is more than 20.
desert/: Uses 15x15 templates by default, can use any size. They are pasted in the overworld, at the best estimated height. Requires an entrance to underground from block 7 to 9, example:
Spoiler
You can extend it, but the entrance must be at the same position(7 to 9, not the center) recommended to use sandstone to build for this folder. These buildings are entrances for desert mazes.
dungeons/base/: Same as desert, but recommended to build with stone. These are overworld structures in taiga biome, entrance of the strongholds.
dungeons/dungeonRooms/: The folder depend on the direction of the rooms, you can use this image as a guide or download the templates map to view all the examples.
Direction/folder guide:
Spoiler
Next version folders:
ships: No size limit. Will spawn on oceans at layer 61(base ocean layer - 3). Those -3 blocks represent the submerged part of the ship, and it's recommender to fill them with water or the "null block" (see blocks explanation).
castles: No size limit. Will spawn on plains at the best estimated layer overworld - 20. Requires 20 blocks underground (a little dungeon or filled with null blocks). Castles with more than 70 in height (including underground portions) can prevent the top blocks from be copied if they exceed the max map height (127) while pasting, but will not crash the game.
Additional
The map I used to build, filled with empty templates, and mod buildings: Link.
Info for modders, and better dungeons events interface download
Spoiler
Download interface
With this interface you can activate events (quest activation, item drop...)on boss dead, directly add items to all kind of chests, or add custom mobs to dungeons spawners.
How to use:
Download the interface and put it into your source folder, where all the minecraft classes are.
Implement it in you baseMod class.
Override the methods and add the stuff you want there.
Actually there are 3 methods:
onChesPlaced()
onBossDead()
getMobsForSpawners()
You can read how they work at the comments.
Any doubt post a message at this thread or message me.
Download interface
With this interface you can activate events (quest activation, item drop...)on boss dead, directly add items to all kind of chests, or add custom mobs to dungeons spawners.
How to use:
Download the interface and put it into your source folder, where all the minecraft classes are.
Implement it in you baseMod class.
Override the methods and add the stuff you want there.
Actually there are 3 methods:
onChesPlaced()
onBossDead()
getMobsForSpawners()
You can read how they work at the comments.
Any doubt post a message at this thread or message me.
Future of the mod:
About SMP:
First of all, i'm working on a boss and dungeon in each biome, once this is completed and the mod reaches the 1.0 version, once this is done and the official modding API is released, if i'm still motivated to program, I will start making it for SMP, if i'm not motivated I will release the source code of the mod to let anyone who wants port it.
I will also add new random bosses(not dungeons bosses) that will spawn randomly around the world, and they will not despawn untill killed, something inspired in the battles of the game Monster Hunter.
And eventually I will add some items or random ideas I miss on the game.
If you want to help there is a list of what I need for the mod:
Wiki help
Sounds: horse, pirate phrases, or anything you think the mod its missing
Custom buildings: the mod have a good amount of buildings, but as more variation better.
Or if you apreciatted my work you can donate me with this button:

Copyright(
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted in other modpack as long as they provide a link back to this post.
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