Minecraft 1.5.x
Better Dungeons 1.07 version avaiable (Minecraft forge required)
For modders:
Spoiler:
Hooks to add items to chest lists, or mobs to one use spawners.
http://www.mediafire...ngeonEvents.zip
Hooks to add items to chest lists, or mobs to one use spawners.
http://www.mediafire...ngeonEvents.zip
Minecraft 1.4.7
Better Dungeons version avaiable (Minecraft forge required)
Minecraft 1.2.5
Download Better dungeons version 0.95
Spoiler:
1.2.5 or lower
Minecraft 1.2.5
Adventure items 1.3
Old versions:
A video showing previews of some dungeons, by Etalyx1.2.5 or lower
Spoiler:
Old versions:(Better dungeons, for the items look below)
Minecraft 1.2.5
Download Better dungeons version 0.94
Download Better dungeons version 0.932_1
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 itemsOld versions:(Better dungeons, for the items look below)
Minecraft 1.2.5
Download Better dungeons version 0.94
Download Better dungeons version 0.932_1
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
Minecraft 1.2.5
Adventure items 1.3
Old versions:
Spoiler:
Minecraft 1.2.5
Adventure items 1.2
Minecraft 1.2.4
Adventure items
Minecraft 1.2.3
Adventure items
Minecraft 1.1:
Adventure Items 1.1 download
Adventure Items 1.0 download
Minecraft 1.2.5
Adventure items 1.2
Minecraft 1.2.4
Adventure items
Minecraft 1.2.3
Adventure items
Minecraft 1.1:
Adventure Items 1.1 download
Adventure Items 1.0 download
More videos
Spoiler:
News:
Spoiler:
06/06
Some hooks for external mods to directly add items into chest list and mobs on one use spawners.
Rebalanced weights for items, now by default goes from 1(rare) to 100(common).
In dungeons with mob "default" or unregnized mobs the mob will be based on the distance from the spawn, or if any mob has been added in the hooks randomized.
02/06
A fix for empty bags crashing.
Some item names fixed.
01/06
Version 1.06
Bugfixes.
New sounds.
Better AI for pirates.
Some new mobs: ogre, gremlin, golem and minotaur. (not spawning in any dungeon by default)
Minotaur texture by kaidude1994.

23/05
Fixed crash with pirates riding boats. Improved riders AI.
Improved targeting AI. In combat mobs will be more responsive to leader orders, out of combat light and distance provides bonus to vision angle.
Some suprises if you let the mobs live in peace
.
Some new weapons: daggers, spears, big sword.(Iron and diamond).
Daggers deals bonus damage from behind.
Spears: right click attacks with more range(same damage). In future versions low range attack will also have a knockback bonus.
Bigswords: right click, charges. Release attack mobs in an area in front of you. Damage its base on charge time.
Added a new builder for dungeons: "emptyCave". Generates an empty cavern with optionally a boss. A new dungeon(slimeCave) uses it.
Removed bosses spawning alone in the world(Monking, turtle). Can be added again as a dungeon(Look at slimeCave)
Random spawners now use mobs from the forge dungeonRegisterMob
Now dungeons placed with items can be reseted. Just use the same spawner in the same block used to spawn the dungeon first.
Reworked staves durability.
New mobs, "triton" and "monkey".(Not spawning in any dungeon)
Bugfixes...
11/05/13
Updated a new version compatible with 1.5.x versions.
Added some new AI improvements.
Captains will have a feather in the helmet.
Pirate and walker boss have a cape.
Reworked monking sword and dagger. Monking sword will charge an area damage attack with right click. Ninja dagger deal extra damage from behind.
06/06
Some hooks for external mods to directly add items into chest list and mobs on one use spawners.
Rebalanced weights for items, now by default goes from 1(rare) to 100(common).
In dungeons with mob "default" or unregnized mobs the mob will be based on the distance from the spawn, or if any mob has been added in the hooks randomized.
02/06
A fix for empty bags crashing.
Some item names fixed.
01/06
Version 1.06
Bugfixes.
New sounds.
Better AI for pirates.
Some new mobs: ogre, gremlin, golem and minotaur. (not spawning in any dungeon by default)
Minotaur texture by kaidude1994.

23/05
Fixed crash with pirates riding boats. Improved riders AI.
Improved targeting AI. In combat mobs will be more responsive to leader orders, out of combat light and distance provides bonus to vision angle.
Some suprises if you let the mobs live in peace
Some new weapons: daggers, spears, big sword.(Iron and diamond).
Daggers deals bonus damage from behind.
Spears: right click attacks with more range(same damage). In future versions low range attack will also have a knockback bonus.
Bigswords: right click, charges. Release attack mobs in an area in front of you. Damage its base on charge time.
Added a new builder for dungeons: "emptyCave". Generates an empty cavern with optionally a boss. A new dungeon(slimeCave) uses it.
Removed bosses spawning alone in the world(Monking, turtle). Can be added again as a dungeon(Look at slimeCave)
Random spawners now use mobs from the forge dungeonRegisterMob
Now dungeons placed with items can be reseted. Just use the same spawner in the same block used to spawn the dungeon first.
Reworked staves durability.
New mobs, "triton" and "monkey".(Not spawning in any dungeon)
Bugfixes...
11/05/13
Updated a new version compatible with 1.5.x versions.
Added some new AI improvements.
Captains will have a feather in the helmet.
Pirate and walker boss have a cape.
Reworked monking sword and dagger. Monking sword will charge an area damage attack with right click. Ninja dagger deal extra damage from behind.
Installation and configuration guide:
Spoiler:
Required: Minecraft forge
Instalation: Install the last version of forge
Copy the content of the folder in the downloaded zip into your .minecraft folder, like that:
Configs:
Dungeons config: most of the dungeons have a config file in the .minecraft/Chocolate/DungeonConfig folder. There you can set the chance and the biomes for each dungeon. The options are explained on each dungeon file.
A list of biomes in Biomes o' Plenty thanks to SamSJester
General options can be tweaked at the main config file(dungeons separation, mobs per spawner...).Also some dungeons generated on each chunk can be toggled on/off int the main config.
To have other mod items, or just your desired items in chests, go to .minecraft/Chocolate/ChestConfig file and look the files in there, each file represent a kind of chest, open any file and look in the comments how to add new items.
Required: Minecraft forge
Instalation: Install the last version of forge
Copy the content of the folder in the downloaded zip into your .minecraft folder, like that:
Spoiler:


Configs:
Dungeons config: most of the dungeons have a config file in the .minecraft/Chocolate/DungeonConfig folder. There you can set the chance and the biomes for each dungeon. The options are explained on each dungeon file.
A list of biomes in Biomes o' Plenty thanks to SamSJester
General options can be tweaked at the main config file(dungeons separation, mobs per spawner...).Also some dungeons generated on each chunk can be toggled on/off int the main config.
To have other mod items, or just your desired items in chests, go to .minecraft/Chocolate/ChestConfig file and look the files in there, each file represent a kind of chest, open any file and look in the comments how to add new items.
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 int this thread what's wrong.
Its this mod compatible with 'X'?
This mod its compatible with almost all mods. But may act weird with other mods generating structures.
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.
How can i stop X dungeon to spawn
In that dungeon config, set the chance to 0.
Mobs are not spawning from spawners.
This mod adds special "one use" spawners, those spawners spawn a mob and disappear. Does not work with creative players.
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 int this thread what's wrong.
Its this mod compatible with 'X'?
This mod its compatible with almost all mods. But may act weird with other mods generating structures.
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.
How can i stop X dungeon to spawn
In that dungeon config, set the chance to 0.
Mobs are not spawning from spawners.
This mod adds special "one use" spawners, those spawners spawn a mob and disappear. Does not work with creative players.
The dungeons:
Spoiler:
Castles: premade castles,normally with underground dungeon. Spawn in plains.

Ice plains castles: premade castles, spawn in snowy biomes
Ice caves: spawn under snowy biomes

Deep jungle caves: big caves with many vegetation. Spawn under jungle biomes.

Strongholds: spawn in taiga biome. This dungeon is built with a set of premade rooms.

Volcano: spawn in mountains

Better dungeons: spawn underground in any biome.

Nether cities:

Castles: premade castles,normally with underground dungeon. Spawn in plains.

Ice plains castles: premade castles, spawn in snowy biomes
Ice caves: spawn under snowy biomes

Deep jungle caves: big caves with many vegetation. Spawn under jungle biomes.

Strongholds: spawn in taiga biome. This dungeon is built with a set of premade rooms.

Volcano: spawn in mountains

Better dungeons: spawn underground in any biome.

Nether cities:

List of mobs:
Spoiler:
Human-like mobs:
"Human" mobs, they look human like, type depending in biome.
There are different classes:
Armored: scales their hp and attack depending on the dificulty and the armor/weapon they wear.
Basic warrior: basic close combat unit.

Skeleton warrior
Archer: basic ranged unit, equipped with a bow.

Pigman archer.
Grenadier: medim ranged unit, equipped with a sword and grenades.

Grenadier goblin.
Healer: equipped with a healing staff will heal hurt mates!

Specter healer.
Defender: with sword and shied, specialist in defense, while blocking they take reduced damage and reflects arrows.

Zombie defender.
Hookman: equipped with a hookshot, will try to pull away targets launching the hook.

Dwarf hookman
Spearman: uses a spear, long range and knokback, specially effective agains rider units.

Triton spearman
Berserker: Equipped with a big sword, be careful with them at close range.

Pirate berserker.
Ninjas: equipped with a dagger, deal extra damage from behind. Watch your back!

Monkey ninja
Bannerman: equipped with a banner. Not a big deal alone, very dangerous in groups. Gives speed, attack and defense to nearby allies.

Walker bannerman
Bosses:
Spider boss: you can find them in jungle 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.
Pig mage: a mage pigman, have more powerful versions of the necromancer attacks, and extra spells based on fire.
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.
Walker boss: an expert defender and hunter. Attacks with small tornadoes, and his sword. Also have a powerful shied capable of block most of the damage if its blocking. Don't aproach if you are not sure you can beat him.
Human-like mobs:
"Human" mobs, they look human like, type depending in biome.
There are different classes:
Armored: scales their hp and attack depending on the dificulty and the armor/weapon they wear.
Basic warrior: basic close combat unit.

Skeleton warrior
Archer: basic ranged unit, equipped with a bow.

Pigman archer.
Grenadier: medim ranged unit, equipped with a sword and grenades.

Grenadier goblin.
Healer: equipped with a healing staff will heal hurt mates!

Specter healer.
Defender: with sword and shied, specialist in defense, while blocking they take reduced damage and reflects arrows.

Zombie defender.
Hookman: equipped with a hookshot, will try to pull away targets launching the hook.

Dwarf hookman
Spearman: uses a spear, long range and knokback, specially effective agains rider units.

Triton spearman
Berserker: Equipped with a big sword, be careful with them at close range.

Pirate berserker.
Ninjas: equipped with a dagger, deal extra damage from behind. Watch your back!

Monkey ninja
Bannerman: equipped with a banner. Not a big deal alone, very dangerous in groups. Gives speed, attack and defense to nearby allies.

Walker bannerman
Bosses:
Spider boss: you can find them in jungle 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.
Pig mage: a mage pigman, have more powerful versions of the necromancer attacks, and extra spells based on fire.
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.
Walker boss: an expert defender and hunter. Attacks with small tornadoes, and his sword. Also have a powerful shied capable of block most of the damage if its blocking. Don't aproach if you are not sure you can beat him.
Items
Spoiler:
Magic essences: can be found on chests or as drop in dungeon monsters. Can be used to infuse some items with magic
Magic essence: can be used to craft a staff

Magic arrows:

Magic grenades:

Staff: its the base to craft magic staves

Magic staves:

Bag: can be used to carry items. Right click to open.

Quiver: stores arrows, firing a bow can draw arrows directly from it. Right click to open.

Revolver:
can be found in dungeons. Shoots bullets
Bullets:

Golden feather: Can be crafted or inside dungeon chests. Prevents falling damage.

Grappling hooks: right click to shoot a hook. Right click again to remove it.
Hookshoot: basic grappling hook, small range

Longshoot: longer range than hookshoot.

Manualshoot: longer range introduces manual reel. (Sneaking reduces reel, jumping releases it)
Spiderhook:
longer range and improved manual reel. (Sneaking lauches you to the hook)
Can only be obtained defeating the spider boss.
Cursed bone:
right click to summon a allied skeleton. Dropped by mages(necromancer, liche, pig mage)
Special weapons:


dropped by bosses.
And more to discover!
Magic essences: can be found on chests or as drop in dungeon monsters. Can be used to infuse some items with magic

Magic essence: can be used to craft a staff

Magic arrows:

Magic grenades:

Staff: its the base to craft magic staves

Magic staves:

Bag: can be used to carry items. Right click to open.

Quiver: stores arrows, firing a bow can draw arrows directly from it. Right click to open.

Revolver:
can be found in dungeons. Shoots bulletsBullets:

Golden feather: Can be crafted or inside dungeon chests. Prevents falling damage.

Grappling hooks: right click to shoot a hook. Right click again to remove it.
Hookshoot: basic grappling hook, small range

Longshoot: longer range than hookshoot.

Manualshoot: longer range introduces manual reel. (Sneaking reduces reel, jumping releases it)

Spiderhook:
longer range and improved manual reel. (Sneaking lauches you to the hook)Can only be obtained defeating the spider boss.
Cursed bone:
right click to summon a allied skeleton. Dropped by mages(necromancer, liche, pig mage)Special weapons:



dropped by bosses.And more to discover!
Tecture packs:
Spoiler:
Special thanks:
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.
Building exporter, customize your dungeons
Spoiler:
Instructions
The dungeon exporter its an internal option of the mod.
To enable it go to the main config file and set the line "exporterEnabled" to 1 (enabled).Once this it's done you may need to change some block ids, as the mod will register a few new blocks.
The blocks:
Exporter block: the main block to export the dungeons. Place it and it will mark an area. Right click on it to open a gui that allows to export the dungeon inside the defined area, or modify the area size.
One of the most important blocks to export the dungeon. At werld generation time this block will be skipped, and will keep the original block in the world. I use it for castles sides, or in caves instead of using stone. You can check the map of the original dungeons to view examples. You can also remove the dungeon and keep only the base to use on your dungeons. Here is the map.
Mob blocks: those blocks will become one-use spawners at world generation. The mob depends on the mob line in the dungeon config. And the class (Archer warrior, boss... depends on the block). There are 4 types:
Warrior: the most common, spawnins a basic melee mob.
Archer: spawns a ranged mob.
Special: spawns a harder warrior, in better dungeons mob a warrior with a special class(spearman, berserk...)
Boss: spawns the boss of the current mob type.
Boss block: This block will directly spawn a boss at world generation.
Chest block: will become a chest filled with the items based on each chestConfig file. Common chests are vanilla chests.
Some special rules:
Spawners: if the entity to spawn it's a pig, the spawner will be randomized.
Dispensers: if they are exported empty, they will be autofilled with arrows/fireballs.
Chests: will be filled with items from the common chests list.
Furnaces: randomized inventory.
Redstone: to prevent bugs, don't export enabled "timers", and set buttons to "off".
Now to the exporting time:
First of all create a folder named "test" into ".minecraft/chocolate/builder/test/(your dungeons will be placed here)", and then add a file with this content into your dungeonConfig folder:
MyDungeonTests.txt
Right click on the exporter block and clicking into export will generate a new template at ".minecraft/chocolate/exporter/template."
Copy that into ".minecraft/chocolate/builder/test/"
And now you can use the item created previously to spawn your dungeon manually into the world.
Or tweak the file to have it spawning into the world.(Look at castles, or ships configs for examples. Castles spawns in the surface, ships spawn at a fixed "Y" position).
Templates/Folders in default dungeons:
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.
AdditionalInstructions
The dungeon exporter its an internal option of the mod.
To enable it go to the main config file and set the line "exporterEnabled" to 1 (enabled).Once this it's done you may need to change some block ids, as the mod will register a few new blocks.
The blocks:
Exporter block: the main block to export the dungeons. Place it and it will mark an area. Right click on it to open a gui that allows to export the dungeon inside the defined area, or modify the area size.
One of the most important blocks to export the dungeon. At werld generation time this block will be skipped, and will keep the original block in the world. I use it for castles sides, or in caves instead of using stone. You can check the map of the original dungeons to view examples. You can also remove the dungeon and keep only the base to use on your dungeons. Here is the map.
Mob blocks: those blocks will become one-use spawners at world generation. The mob depends on the mob line in the dungeon config. And the class (Archer warrior, boss... depends on the block). There are 4 types:Warrior: the most common, spawnins a basic melee mob.
Archer: spawns a ranged mob.
Special: spawns a harder warrior, in better dungeons mob a warrior with a special class(spearman, berserk...)
Boss: spawns the boss of the current mob type.
Boss block: This block will directly spawn a boss at world generation.
Chest block: will become a chest filled with the items based on each chestConfig file. Common chests are vanilla chests.Some special rules:
Spawners: if the entity to spawn it's a pig, the spawner will be randomized.
Dispensers: if they are exported empty, they will be autofilled with arrows/fireballs.
Chests: will be filled with items from the common chests list.
Furnaces: randomized inventory.
Redstone: to prevent bugs, don't export enabled "timers", and set buttons to "off".
Now to the exporting time:
First of all create a folder named "test" into ".minecraft/chocolate/builder/test/(your dungeons will be placed here)", and then add a file with this content into your dungeonConfig folder:
MyDungeonTests.txt
Spoiler:
#none: to prevent it from spawning in the world
biomes = none
chance = 10
mob = none
icon = 5
builder = templateSurface
folder = test
underGroundOffset = 0
This will create a new item in the dungeos tab, that you can use to spawn your dungeons.#none: to prevent it from spawning in the world
biomes = none
chance = 10
mob = none
icon = 5
builder = templateSurface
folder = test
underGroundOffset = 0
Right click on the exporter block and clicking into export will generate a new template at ".minecraft/chocolate/exporter/template."
Copy that into ".minecraft/chocolate/builder/test/"
And now you can use the item created previously to spawn your dungeon manually into the world.
Or tweak the file to have it spawning into the world.(Look at castles, or ships configs for examples. Castles spawns in the surface, ships spawn at a fixed "Y" position).
Templates/Folders in default dungeons:
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.
The map I used to build, filled with empty templates, and mod buildings: Link.
(Requires exporter enabled in the config file, and the default exporter block ids)
If you want to help there is a list of what I need for the mod:
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.

















