Well, I was going to incorporate Dungeons! Blocks into Dungeons2! So it would only be a minimal change to make a separate stand-alone Blocks mod again as well. But first I have to get Dungeons2 working properly.
Seems like you're missing the plans files. When you unzipped the dungeons.zip file it should've made a plans sub folder in the dungeons folder. Is it there?
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Just a general comment, but could you combine a few of your required .jars? It's kind of ridiculous to need 5 or 6 or 7 separate jars for a single mod, especially once you have to update. Makes it extremely confusing. It's the main reason I don't use this.
Just a general comment, but could you combine a few of your required .jars? It's kind of ridiculous to need 5 or 6 or 7 separate jars for a single mod, especially once you have to update. Makes it extremely confusing. It's the main reason I don't use this.
It is actually 4 jars in total - the mod itself and 3 supporting libraries. The reason being, I was creating separate APIs for other modders to use - Plans, an api to construct buildings, and Labyrinths, an api to connect various buildings together to construct a dungeon. That being said, I am aware of your point and it is still too many jars for one mod, and that is the reason I am trying to develop Dungeons2!
I could create a new .zip download that includes all the dependency jars but that can introduce it's own set of problems, such as making duplicates of the same library with a different version. So it's kinda 6 of one, half-dozen of the other.
yeah it is, i can load the game up and i will say the plans file is there along with labyrinth and the moutillibs but it crashes whenever i try to make a new world
yeah it is, i can load the game up and i will say the plans file is there along with labyrinth and the moutillibs but it crashes whenever i try to make a new world
What i mean is, I know you have the ModUtilsLib, Plans, and Labyrniths mods, but when you unzipped the Dungeons.zip file, did it create a subfolder in your mods folder called "dungeons/plans" and is should contain many *.json files?
It is actually 4 jars in total - the mod itself and 3 supporting libraries. The reason being, I was creating separate APIs for other modders to use - Plans, an api to construct buildings, and Labyrinths, an api to connect various buildings together to construct a dungeon. That being said, I am aware of your point and it is still too many jars for one mod, and that is the reason I am trying to develop Dungeons2!
I could create a new .zip download that includes all the dependency jars but that can introduce it's own set of problems, such as making duplicates of the same library with a different version. So it's kinda 6 of one, half-dozen of the other.
I see what you mean, but therein lies my confusion, as one of the zips has 3-4 jars (I'll have to check when I get home), which means I'm probably extracting something incorrectly, as I end up with about 6 jars not including the folders. That being said, Dungeons2 looks like a much tighter implementation, and I'm looking forward to the progress you make.
Ah, you are correct there. I originally thought you were talking about the required modded APIs for dungeons. Plans uses Jackson jars to parse json files - these aren't part of the minecraft distribution, that's why I include them. I'll be replacing them with google's gson, which is part of minecraft distro, so there'll be less jars.
it contains 1 .json files. called Dungeon-config.json
Ok. Something is not right. Do you have any other dungeon mod installed? Dungeons! doesn't even produce a file called "Dungeon-config.json".
The following screen shots show the folder structure in the zip file and that it should be copied into your mods folder.
yeah, doom-like dungeons for forge 1.7.10 but its not even in the mod folder, like all my other 1.7.10 mods. should i try to uninstall and reinstall it? because this is whats in my mod folder as of right now
Is the /builddungeons command still valid for the most recent version? It accepts my command in the console, but nothing is logged in the log file for Dungeons! and nothing is generated in game. Trying to spawn a dungeon at a specific location for testing.
Are you trying to build a built-in dungeon or a dungeon created from your own plans?
To generate a build-in dungeon use: /builddungeon x <x> <y> <z> or /builddungeon dungeons:cube-dungeon <x> <y> <z>
(that first x is just a quick mask for the full default groupname)
Logging is set to info by default. Go into the config file under /config/dungeons/general.cfg and change
S:loggerLevel=info
to
S:loggerLevel=debug
This will probably produce a lot of debugging data, so make sure to change back to info afterward.
Oh, and are you trying to generate underground or floating in the air so you can see it? If you want it floating in the air you'd need to reconfigure all the plans to not require support.
I'm just trying to spawn one at ground level, or really anywhere...I just want to try out the dungeons. When I am exploring new chunks, every time it starts to generate a dungeon I get "GatewayBuilder.java:113 | Surface area does not meet ground/air criteria", regardless of what biome I am in. Also, when I do a command to generate, as you have stated above (using built in plans), there is absolutely nothing that populates in the log file, even on debug. Ideas?
Well, the "GatewayBuilder.java:113 | Surface area does not meet ground/air criteria" error occurs because the ground area where it attempts to generate is either, water or lava, or just doesn't have enough "ground" behind it to properly build the structure ex. say on the side of a hill or anywhere where is is more air than dirt at (x,y,z) + dimensions of gateway.
Did your restart minecraft after changing to debug? and I'm assuming you're looking in the /mods/dungeons/logs/ folder for the log file (since you did get the above message).
Even without trying to build a dungeon you should see messages like:
2016-07-05 22:46:13,513 [Client thread] INFO Dungeons | Dungeons.java:293 | Registering plan with key:mods/dungeons/plans/gateway-entrance3.plan.json
You might want to look in the minecraft log file as well, just in case the error is caught in there.
Gottsch, looks like it's all there, all the plan registration. In the server logs, nothing shows up when I do the builddungeon command, and same with the dungeons log. Guess I'm at a loss. I found back when I first installed the mod that it showed it did create two dungeons (one was unable to create a boss room), but the message was "INFO Dungeons | DungeonsGenerator.java:188 | CHEATER! A VAST KNOT Dungeon generated @ Coords". I have yet to be able to have a new dungeon create organically or manually...kind of at a loss.
Well, I was going to incorporate Dungeons! Blocks into Dungeons2! So it would only be a minimal change to make a separate stand-alone Blocks mod again as well. But first I have to get Dungeons2 working properly.
Seems like you're missing the plans files. When you unzipped the dungeons.zip file it should've made a plans sub folder in the dungeons folder. Is it there?
Just a general comment, but could you combine a few of your required .jars? It's kind of ridiculous to need 5 or 6 or 7 separate jars for a single mod, especially once you have to update. Makes it extremely confusing. It's the main reason I don't use this.
It is actually 4 jars in total - the mod itself and 3 supporting libraries. The reason being, I was creating separate APIs for other modders to use - Plans, an api to construct buildings, and Labyrinths, an api to connect various buildings together to construct a dungeon. That being said, I am aware of your point and it is still too many jars for one mod, and that is the reason I am trying to develop Dungeons2!
I could create a new .zip download that includes all the dependency jars but that can introduce it's own set of problems, such as making duplicates of the same library with a different version. So it's kinda 6 of one, half-dozen of the other.
yeah it is, i can load the game up and i will say the plans file is there along with labyrinth and the moutillibs but it crashes whenever i try to make a new world
What i mean is, I know you have the ModUtilsLib, Plans, and Labyrniths mods, but when you unzipped the Dungeons.zip file, did it create a subfolder in your mods folder called "dungeons/plans" and is should contain many *.json files?
I see what you mean, but therein lies my confusion, as one of the zips has 3-4 jars (I'll have to check when I get home), which means I'm probably extracting something incorrectly, as I end up with about 6 jars not including the folders. That being said, Dungeons2 looks like a much tighter implementation, and I'm looking forward to the progress you make.
Ah, you are correct there. I originally thought you were talking about the required modded APIs for dungeons. Plans uses Jackson jars to parse json files - these aren't part of the minecraft distribution, that's why I include them. I'll be replacing them with google's gson, which is part of minecraft distro, so there'll be less jars.
(so you are extracting correctly!)
it contains 1 .json files. called Dungeon-config.json
Ok. Something is not right. Do you have any other dungeon mod installed? Dungeons! doesn't even produce a file called "Dungeon-config.json".
The following screen shots show the folder structure in the zip file and that it should be copied into your mods folder.
I LIKE DUNGEONS I like this mod i had it before or well i played it before on my friends pc and its fun or i saw LOTS of reviews it cool ;D
V
Lyeah, doom-like dungeons for forge 1.7.10 but its not even in the mod folder, like all my other 1.7.10 mods. should i try to uninstall and reinstall it? because this is whats in my mod folder as of right now
I can't read your screen shots - they are too small. If they are suppose to link to the full size images, the links aren't set.
Hey Gottsch,
Is the /builddungeons command still valid for the most recent version? It accepts my command in the console, but nothing is logged in the log file for Dungeons! and nothing is generated in game. Trying to spawn a dungeon at a specific location for testing.
Yes, it is still active.
Are you trying to build a built-in dungeon or a dungeon created from your own plans?
To generate a build-in dungeon use: /builddungeon x <x> <y> <z> or /builddungeon dungeons:cube-dungeon <x> <y> <z>
(that first x is just a quick mask for the full default groupname)
Logging is set to info by default. Go into the config file under /config/dungeons/general.cfg and change
S:loggerLevel=info
to
S:loggerLevel=debug
This will probably produce a lot of debugging data, so make sure to change back to info afterward.
Oh, and are you trying to generate underground or floating in the air so you can see it? If you want it floating in the air you'd need to reconfigure all the plans to not require support.
Gottsch,
I'm just trying to spawn one at ground level, or really anywhere...I just want to try out the dungeons. When I am exploring new chunks, every time it starts to generate a dungeon I get "GatewayBuilder.java:113 | Surface area does not meet ground/air criteria", regardless of what biome I am in. Also, when I do a command to generate, as you have stated above (using built in plans), there is absolutely nothing that populates in the log file, even on debug. Ideas?
Well, the "GatewayBuilder.java:113 | Surface area does not meet ground/air criteria" error occurs because the ground area where it attempts to generate is either, water or lava, or just doesn't have enough "ground" behind it to properly build the structure ex. say on the side of a hill or anywhere where is is more air than dirt at (x,y,z) + dimensions of gateway.
Did your restart minecraft after changing to debug? and I'm assuming you're looking in the /mods/dungeons/logs/ folder for the log file (since you did get the above message).
Even without trying to build a dungeon you should see messages like:
You might want to look in the minecraft log file as well, just in case the error is caught in there.
Gottsch, looks like it's all there, all the plan registration. In the server logs, nothing shows up when I do the builddungeon command, and same with the dungeons log. Guess I'm at a loss. I found back when I first installed the mod that it showed it did create two dungeons (one was unable to create a boss room), but the message was "INFO Dungeons | DungeonsGenerator.java:188 | CHEATER! A VAST KNOT Dungeon generated @ Coords". I have yet to be able to have a new dungeon create organically or manually...kind of at a loss.
You got me stumped. I'll have to try it out again and see if I come up with anything.
heres the photos again