Well, I like the sunken city looking dungeons but if you don't the fix is easy...
...Just go to congfig/DLDungeonsJBG/themes and delete the oceanic theme; dungeons will spawn in ocean biomes, but will be of the continental shelf theme, and neatly underground (unless there are super-deep modded occeans). Note: If the continental shelf theme is also deleted a default theme will be used and some will become visible again.
I've been thinking about abandoning generation improvements for now to start looking into a Bukkit port (though I'd have to learn Bukkit first) and kind of mini-game mode (more for the Bukkit port, but hopefully available in all versions). For the minigame mode, when inabled (not default) players could be transported to dungeons in a special dimension (otherwise full of bedrock, keeps them in and generates much faster than actual terrain) with a command; to do this I've learned to create dimensions and have created a custom chunk provider, but still can't properly transport players to the dimension. If I get internet from home again in the not to distant future I guess I'll have to watch some tutorials on dimension modding and on Bukkit plugin writing.
The dev version I have at home also tries to clean up a few things with the themes (and I plan to improve the nether be removing the pointless pigman spawners) and also adds a stingy setting to the config for those who think the chests are too generous. I don't know when an actual update will occur, though.
Hey, trying my hand at setting up your dungeons loot configs, but it seems I can't get it to load my modified file at all, as it will crash on startup with the error shown in this log: http://pastebin.com/vXxHjf1Q
Any ideas as to what i'm doing wrong here? The setup is type-comma-whitespace-level-comma-whitespace-itemname-comma-tab*3-min-comma-tab-max, which as far as I could tell, was the setup of the default file which loads fine.
Hey, trying my hand at setting up your dungeons loot configs, but it seems I can't get it to load my modified file at all, as it will crash on startup with the error shown in this log: http://pastebin.com/vXxHjf1Q
Any ideas as to what i'm doing wrong here? The setup is type-comma-whitespace-level-comma-whitespace-itemname-comma-tab*3-min-comma-tab-max, which as far as I could tell, was the setup of the default file which loads fine.
Technically the format doesn't have to be exact as long as there are commas and/or white spaces between the parts and each item is on one line of its own (the rest was for readability).
This would be easier at home, and maybe I'll get internet again soon. What I think the problem may be possibly trouble processing "Growthcraft|Hops:grc.hopAle(1)" -- I'm not sure if I set it up to handle the vertical line correctly.
Technically the format doesn't have to be exact as long as there are commas and/or white spaces between the parts and each item is on one line of its own (the rest was for readability).
This would be easier at home, and maybe I'll get internet again soon. What I think the problem may be possibly trouble processing "Growthcraft|Hops:grc.hopAle(1)" -- I'm not sure if I set it up to handle the vertical line correctly.
Actually, reading through your code quickly, I believe I've figured it out. You tokenize the loot lines, using commas, colons, periods, and semis (as well as tabs, linebreaks, carriages and page ends, but they're irrelevant here).
The problem I immediately noticed is a lot of modders have defined their items, as an exaple, like this: "zeldaswordskills:zss.skillorb(1)", leading to the very big problem that the line "loot, 3, zeldaswordskills:zss.skillorb(1), 1, 1" as opposed to the line "loot, 3, minecraft:book, 2, 5" is now tokenized as |loot|3||zeldaswordskills|zss|skillorb(1)|1|1|,while the other is |loot|3|minecraft|book|2|5|. I'm gonna post some code here, just hoping that's alright, it is publicly downloadable.
And now, reading the above, we can see that the tokenized string |loot|3||zeldaswordskills|zss|skillorb(1)|1|1| will run to the point where we hit IntParser, where it will try to handle "skillorb(1)" and promptly **** the bed.
It's a problem out of your control using this parsing method as some mods do use periods as their separator, whilist others colons and some even polons as you mentions. If you want, I can get in contact with AtomicStryker, who makes battletowers and ask him how he does loot parsing, as the items in question both ZSS and growthcraft work in his configs.
Actually, reading through your code quickly, I believe I've figured it out. You tokenize the loot lines, using commas, colons, periods, and semis (as well as tabs, linebreaks, carriages and page ends, but they're irrelevant here).
The problem I immediately noticed is a lot of modders have defined their items, as an exaple, like this: "zeldaswordskills:zss.skillorb(1)", leading to the very big problem that the line "loot, 3, zeldaswordskills:zss.skillorb(1), 1, 1" as opposed to the line "loot, 3, minecraft:book, 2, 5" is now tokenized as |loot|3||zeldaswordskills|zss|skillorb(1)|1|1|,while the other is |loot|3|minecraft|book|2|5|. I'm gonna post some code here, just hoping that's alright, it is publicly downloadable.
And now, reading the above, we can see that the tokenized string |loot|3||zeldaswordskills|zss|skillorb(1)|1|1| will run to the point where we hit IntParser, where it will try to handle "skillorb(1)" and promptly **** the bed.
It's a problem out of your control using this parsing method as some mods do use periods as their separator, whilist others colons and some even polons as you mentions. If you want, I can get in contact with AtomicStryker, who makes battletowers and ask him how he does loot parsing, as the items in question both ZSS and growthcraft work in his configs.
I've was starting to wonder about something like that, but not that specifically. Having just got my internet back at least for a while (within the last hour) there may be a small update some that may fix some of this. At the time I wrote this it didn't occur to me anyone might use those symbols in that way but assumed it would all just be continuous alphanumeric strings. Probably nothing to big though, as I've begun a second attempt at a game I started trying to write last year (but was too poorly planned and organized to really continue easily with the first code base) -- that and needing to put time into finding a real job (that actually pays money right now).
Could anyone tell me if I am just missing one of the configs to stop this sort of console "spam" or if I will just have to deal with this? I have tried altering some but it doesn' seem to stop it. Playing with DoomlikeDungeons-1.4.0-MC1.7.2. Thanks in advance for any tips!
Could anyone tell me if I am just missing one of the configs to stop this sort of console "spam" or if I will just have to deal with this? I have tried altering some but it doesn' seem to stop it. Playing with DoomlikeDungeons-1.4.0-MC1.7.2. Thanks in advance for any tips!
I'll look into it; it looks like I may have left some extra debugging output there by mistake. No, there's no config though, so it would be a new update that would have to be made to fix it.
I think I may be having some issues with the mod for 1.7.10 now. I am trying to use the mod with Lycanites, but, from the dungeons I've tested, no Lycanites mobs are being added. The main post mentions that I don't need custom themes for it anymore, but my themes folder seems to be empty (not sure if that is an issue). Also, I think some dungeons aren’t properly generating (missing chests/spawners like before), which could be a chest loot error again but not sure atm.
I think I may be having some issues with the mod for 1.7.10 now. I am trying to use the mod with Lycanites, but, from the dungeons I've tested, no Lycanites mobs are being added. The main post mentions that I don't need custom themes for it anymore, but my themes folder seems to be empty (not sure if that is an issue). Also, I think some dungeons aren’t properly generating (missing chests/spawners like before), which could be a chest loot error again but not sure atm.
The automatically adding Lycanite's Mobs was working several months ago, but Lycanite may have changed something -- I'll need to check. I've been thinking about another update also, just haven't gotten around to it.
Spawner placement is random, but if a large dungeon has none at all then there is a problem. Chests are rare without spawners. Also, setting the dungeon difficulty to 0 in the config will mean no spawner or chests. I'll try to look into what's going on.
The automatically adding Lycanite's Mobs was working several months ago, but Lycanite may have changed something -- I'll need to check. I've been thinking about another update also, just haven't gotten around to it.
Spawner placement is random, but if a large dungeon has none at all then there is a problem. Chests are rare without spawners. Also, setting the dungeon difficulty to 0 in the config will mean no spawner or chests. I'll try to look into what's going on.
Thanks for looking into it. I'll try to do more testing when I get the chance as well. It is possible that the lack of spawners/chests is because of mods on my end. I remember in 1.6.4 I had a similar issue caused by improper chest loot, but I have yet to see an error for that yet. Still it is possible that one of the mods adds chest loot that DLD has trouble reading or something.
Thanks for looking into it. I'll try to do more testing when I get the chance as well. It is possible that the lack of spawners/chests is because of mods on my end. I remember in 1.6.4 I had a similar issue caused by improper chest loot, but I have yet to see an error for that yet. Still it is possible that one of the mods adds chest loot that DLD has trouble reading or something.
I've finally gotten back to working on this some; there may be a new version soon. I get plenty of spawners and chests, though with an older Forge version; I don't see as many Lycanite's mobs as earlier, but still there (Lycanite may have changed something, probably based on difficulty).
I've finally gotten back to working on this some; there may be a new version soon. I get plenty of spawners and chests, though with an older Forge version; I don't see as many Lycanite's mobs as earlier, but still there (Lycanite may have changed something, probably based on difficulty).
Thank for looking into it. I did have my difficulty settings rather high, so maybe I just had bad luck with the dungeons I found. I'll wait for the update and then do more testing.
There will probably be a new version out today -- I'm just looking through bugs / complaints / suggestion for other simple fixes and tweaks I might add first.
There will probably be a new version out today -- I'm just looking through bugs / complaints / suggestion for other simple fixes and tweaks I might add first.
Finally I've updated this again -- not a big update but some small improvements:
Its now possible to ban dungeons completely from certain biome types based on the Forge biome dictionary; for example, if you don't want them in oceans that can be done.
Dungeon themes now have versions (any for a previous version are "0", otherwise the mod version); this is so that you don't have to change themes if I add a feature you don't need.
The themes Type no longer does double duty; now "Type" (dictionary function) and "Flags" (special features) are separate vales. If no version is included (or set to older) the Type will work as before.
Dungeons can now be set to be more stingy when placing loot in chests.
Some ugly debugging output has been removed -- no more spamming the output with minute details about loading themes, mobs, and loot items.
Finally a real 1.7.10 version, with the new biome dictionary types.
I've starting preparing for an MC 1.8 update, but might wait on Forge for 1.8 to progress a little more.
Other changes were looked into (especially for parsing loot info) but were more involved that I wanted to do today. I have ideas for bigger things, such as variable height levels, multi-level dungeons, special rooms (caves, mazes, etc.), insured room passibility, etc., but unfortunately have no idea when or even if I'll get to any of those.
...Just go to congfig/DLDungeonsJBG/themes and delete the oceanic theme; dungeons will spawn in ocean biomes, but will be of the continental shelf theme, and neatly underground (unless there are super-deep modded occeans). Note: If the continental shelf theme is also deleted a default theme will be used and some will become visible again.
http://paste.ubuntu.com/8742285/
The dev version I have at home also tries to clean up a few things with the themes (and I plan to improve the nether be removing the pointless pigman spawners) and also adds a stingy setting to the config for those who think the chests are too generous. I don't know when an actual update will occur, though.
My configs as set are in this: http://pastebin.com/75ATWpj0
Any ideas as to what i'm doing wrong here? The setup is type-comma-whitespace-level-comma-whitespace-itemname-comma-tab*3-min-comma-tab-max, which as far as I could tell, was the setup of the default file which loads fine.
Technically the format doesn't have to be exact as long as there are commas and/or white spaces between the parts and each item is on one line of its own (the rest was for readability).
This would be easier at home, and maybe I'll get internet again soon. What I think the problem may be possibly trouble processing "Growthcraft|Hops:grc.hopAle(1)" -- I'm not sure if I set it up to handle the vertical line correctly.
Actually, reading through your code quickly, I believe I've figured it out. You tokenize the loot lines, using commas, colons, periods, and semis (as well as tabs, linebreaks, carriages and page ends, but they're irrelevant here).
The problem I immediately noticed is a lot of modders have defined their items, as an exaple, like this: "zeldaswordskills:zss.skillorb(1)", leading to the very big problem that the line "loot, 3, zeldaswordskills:zss.skillorb(1), 1, 1" as opposed to the line "loot, 3, minecraft:book, 2, 5" is now tokenized as |loot|3||zeldaswordskills|zss|skillorb(1)|1|1|,while the other is |loot|3|minecraft|book|2|5|. I'm gonna post some code here, just hoping that's alright, it is publicly downloadable.
public static void readLoot(BufferedReader instream) throws IOException {
System.out.println("[DLDUNGEONS] Loading chest loot file (chests.cfg)");
StringTokenizer tokens = null;
String line = null;
String token;
int itemid;
String item;
Block block;
String type;
int level;
String modid;
String name;
LootItem loot;
int min;
int max;
while((line = instream.readLine()) != null) {
System.out.println(line);
if(line.length() < 2) continue;
if(line.charAt(0) == '#') continue;
tokens = new StringTokenizer(line, " ,.;:\t\n\r\f=");
if(!tokens.hasMoreTokens()) continue;
type = tokens.nextToken().toLowerCase();
System.out.println("type = " + type);
if(!tokens.hasMoreTokens()) continue;
level = intParser(tokens);
System.out.println("level = " + level);
if(!tokens.hasMoreTokens() || (level == 0)) continue;
modid = tokens.nextToken();
System.out.println("modid = " + modid);
if(modid.toLowerCase().equals("item")
|| modid.toLowerCase().equals("block")
|| modid.toLowerCase().equals("minecraft"))
modid = "minecraft";
System.out.println("modid = " + modid);
if(!tokens.hasMoreTokens()) continue;
name = tokens.nextToken();
System.out.println("name = " + name);
if(!tokens.hasMoreTokens()) continue;
min = intParser(tokens);
System.out.println("min = " + min);
if(!tokens.hasMoreTokens() || (min < 1)) continue;
max = intParser(tokens);
System.out.println("max = " + max);
item = modid + ":" + name;
System.out.println("item = " + modid + ":" + name);
loot = new LootItem(item, min, max);
if(item != null && loot != null) LootList.addItem(loot, type, level);
}
LootList.addDiscs();}
And now, reading the above, we can see that the tokenized string |loot|3||zeldaswordskills|zss|skillorb(1)|1|1| will run to the point where we hit IntParser, where it will try to handle "skillorb(1)" and promptly **** the bed.
It's a problem out of your control using this parsing method as some mods do use periods as their separator, whilist others colons and some even polons as you mentions. If you want, I can get in contact with AtomicStryker, who makes battletowers and ask him how he does loot parsing, as the items in question both ZSS and growthcraft work in his configs.
I've was starting to wonder about something like that, but not that specifically. Having just got my internet back at least for a while (within the last hour) there may be a small update some that may fix some of this. At the time I wrote this it didn't occur to me anyone might use those symbols in that way but assumed it would all just be continuous alphanumeric strings. Probably nothing to big though, as I've begun a second attempt at a game I started trying to write last year (but was too poorly planned and organized to really continue easily with the first code base) -- that and needing to put time into finding a real job (that actually pays money right now).
•Hexplore-It Information Here•
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I'll look into it; it looks like I may have left some extra debugging output there by mistake. No, there's no config though, so it would be a new update that would have to be made to fix it.
•Hexplore-It Information Here•
•Hexplore-It on the Technic Forums•
•Hexplore-It on the Minecraft Forums•
•Hexplore-It on Reddit•
•Hexplore-It on Twitter•
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
The automatically adding Lycanite's Mobs was working several months ago, but Lycanite may have changed something -- I'll need to check. I've been thinking about another update also, just haven't gotten around to it.
Spawner placement is random, but if a large dungeon has none at all then there is a problem. Chests are rare without spawners. Also, setting the dungeon difficulty to 0 in the config will mean no spawner or chests. I'll try to look into what's going on.
Thanks for looking into it. I'll try to do more testing when I get the chance as well. It is possible that the lack of spawners/chests is because of mods on my end. I remember in 1.6.4 I had a similar issue caused by improper chest loot, but I have yet to see an error for that yet. Still it is possible that one of the mods adds chest loot that DLD has trouble reading or something.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I've finally gotten back to working on this some; there may be a new version soon. I get plenty of spawners and chests, though with an older Forge version; I don't see as many Lycanite's mobs as earlier, but still there (Lycanite may have changed something, probably based on difficulty).
Thank for looking into it. I did have my difficulty settings rather high, so maybe I just had bad luck with the dungeons I found. I'll wait for the update and then do more testing.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
this is relevant to my interests
Other changes were looked into (especially for parsing loot info) but were more involved that I wanted to do today. I have ideas for bigger things, such as variable height levels, multi-level dungeons, special rooms (caves, mazes, etc.), insured room passibility, etc., but unfortunately have no idea when or even if I'll get to any of those.