Does this mean I have to use the numerical value for the item id? It tends to change in 1.8+.
Yes. In the last version of MCDungeon you needed to specify the numerical ID -- I think the devs are moving to text-IDs in the next iteration?
See the example configuration for lucky_blocks -- this shows how to define a new module-sourced item that can be used elsewhere in the configs, though you need to use the numerical ID sadly.
Alternatively, you can create an NBT file to define the item, and hook this in using the file_* object definitions (again, see the Lucky_block sample config for an example of how to do this). However I think that you still need to use a numerical ID rather than text ones for compatibilty with the underlying libraries being used in the 0.14.x branch
Yes. In the last version of MCDungeon you needed to specify the numerical ID -- I think the devs are moving to text-IDs in the next iteration?
See the example configuration for lucky_blocks -- this shows how to define a new module-sourced item that can be used elsewhere in the configs, though you need to use the numerical ID sadly.
Alternatively, you can create an NBT file to define the item, and hook this in using the file_* object definitions (again, see the Lucky_block sample config for an example of how to do this). However I think that you still need to use a numerical ID rather than text ones for compatibilty with the underlying libraries being used in the 0.14.x branch
Oh, boo! Thanks for the info though! I think I'll give up on adding mod items until after the change to text ids, though. As it's just way too much hassle to adjust the numerical id per mod setup/mod update/mod whatever.
If I remember correctly, the problem is with the pymclevel library that MCDungeon uses. The version in use doesn't support the text IDs (and also doesnt support tiletick entities which makes tree growing awkward but thats a separate issue).
It seems that support for text IDs is already done in the 0.15 branch as of last August! So, if you grab the github snapshot, you might be able to get it working...
The Meaning of Life, the Universe, and Everything.
Location:
Delaware, USA
Join Date:
6/22/2011
Posts:
53
Minecraft:
crainbramp
Xbox:
vintagedon
Member Details
Just as an update, I am 99% done with this. Unfortunately, my son came down with strep, passed it to me, and I've been sick as a dog since my last post.
However, before I totally gave in and confined myself to the bed, looking at the sheer amount of dungeons on each map, I realized that it really did look pretty rough. So, I started over with virgin maps (I always keep them until I'm done) and other than the treasure hunts and hard mode, I did 500 dungeons per map. For treasure hunts and hardmode, I did 50 per map.
Right now, I'm gen'ing the POI files and doing the overviewer render. I'll upload all this today sometime (the overviewer render is 12GB, so even with 50Mbps up, it does take a while) and then hopefully, Saturday post the results.
And many thanks to you for the Dynmap support. Although I have issues with Dynmap for huge maps (the number of files made for the hi-res maps on my maps, which are 5000x or higher) actually exceeds the normal inode count of a Linux volume, even a big one, and I have to custom format them with 10x the normal inodes), I'll likely use it on smaller maps.
@vintagedon - looking good! The only comment I have is with the Treasure Hunts -- you seem to have them only in a small area in the middle of the map (1/3 of the radius), rather than further out. This means they are crossing over each other quite a bit which can be confusing. Maybe keep the same number, but increase the distance so they can be anywhere in the world? Though, you've got enough to do without wanting to redo the map again.
The Dynmap plugin can show the paths for the hunt steps, but unfortunately overviewer doesn't have any way to define a path, only a marker, so it is not immediately clear which step corresponds to which hunt.
Thanks for doing this, I'm looking forward to being able to play with it...
Has anyone tried to load this up in 1.9 yet? I've just finished modding my save with a few broken bits 8( like spawners. Lots of pig spawners. also quite a bit of console error spam. I wanted to verify that I didn't do something off the wall stupid and that this isn't ready for 1.9
The 0.15 development branch in Github works with 1.9, and addresses the issues caused by the 1.9 new blocks, dropping of numerical IDs, and (I think) changed potions. They've not released it as stable yet, though
The Meaning of Life, the Universe, and Everything.
Location:
Delaware, USA
Join Date:
6/22/2011
Posts:
53
Minecraft:
crainbramp
Xbox:
vintagedon
Member Details
Alright, so the McDungeonDemo server is done in it's first version. Might as well call it v0.1 BETA.
You can join here: play.mcdungeondemo.com (there is an SRV record set, so no need to append a port). This will connect you to the main lobby, and there are 5 portals going off: default config, hard mode, maze, super_extended (a consolidation of several configs I've seen and some of my own work that has custom magic items, a little more "mazier" than normal, and more mobs), and the treasure hunt map.
The maps instant reset to their original state every morning at 4AM EST (even if there are players on, it doesn't kick them ... they might see stuff "magically" fix itself, but nothing else), and the server begins looking at 6AM EST for a time when no players are on. First opportunity, it restarts the server.
@sshipway: Yep, I intend to re-do that treasure hunt map. I put the full radius of the map in, but I'm not sure why it clustered everything together like that. I'm going to have to go back and take a look at my config and see what I missed. Anyway, I didn't figure holding up the whole site for a single map made much sense. It doesn't take all that long to place 50 treasure hunts, so I'll do that sometime this week.
Also did some nice cosmetics in the lobby
Will work on the website next weekend and make all the maps available for download via S3.
@vintagedon -- it might be a silly question, but having gone to one of the mcdungeon worlds, how do you get back to the hub in order to try out another configuration?
I notice you arrive on a platform in the lake, maybe have a portal there to go back to the central hub...
The Meaning of Life, the Universe, and Everything.
Location:
Delaware, USA
Join Date:
6/22/2011
Posts:
53
Minecraft:
crainbramp
Xbox:
vintagedon
Member Details
You can type /spawn, but it's not obvious.
I'm putting in an announcement system that announces certain things, like the mcdungeon.bubblemod.org address, and will also add "Use /spawn to return to the portal lobby." as an announcement. I'll also put a hologram in at the spawn so that people know as soon as they enter.
Edit: The announcement system is in. Does announcements on the ActionBar every 30 seconds with several lines of information, including the /spawn announcement.
Thanks for making the /spawn more obvious, I'd only looked at /help and hadn't seen it. It might also be worth allowing the /kit command so that people can get a basic kit again after they die?
It also looks like you might be using an older version of MCDungeon -- some of the treasure hunt waymarks being generated are a bit wrong - the wall signs on the monuments are back to front, for instance. Not sure if this is a bug in the current version or a previously patched thing.
I think a notice at world spawn would work just as well, maybe, but the announcements aren't so bad.
The parameters used for the dungeons are quite big -- size up to 8x8 and up to 8 levels -- and for the treasure hunts there are 1-6 steps with up to 15 chunks distance. Might be better for treasure hunts to be 3-5 steps and limit the chunks distance to 2-6 (else you just get lost searching)?
Is it possible to enable flying in the worlds? Otherwise, covering all the distance to find more remote dungeons and treasure hunt starts can take ages. As the idea is for it to be a demo, rather than a properly competitive server, you'd want to get to see the more remote things.
The Meaning of Life, the Universe, and Everything.
Location:
Delaware, USA
Join Date:
6/22/2011
Posts:
53
Minecraft:
crainbramp
Xbox:
vintagedon
Member Details
Eggplant/SShipway:
So I found a small issue today where the crash check routine for the server was failing and restarting the server when it didn't need to. Have fixed that.
As for the command-blocks, I don't think I do, but I will check. It's likely something in WorldGuard.
And yep, I can disable the announcements. Had put them on the ActionBar hoping that it would be nicer than in chat, but if you feel it's spamming, I don't have a problem disabling it.
Treasure Hunts: Sure ... I'm re-doing that map in a day or two, and will change that.
Flying: Yep, sure can. Simple as adding a permission. What I had PLANNED to do was add warps, since I have all the coordinates of the dungeons, but fly could work too, although it would take more time.
Warps are even better, parituclarly for dungeons, though for treasure hunts you probably want to fly just to be able to see how far to travel to get to the waypoint. As the taco girl said, "why not both?"
The 0.15 development branch in Github works with 1.9, and addresses the issues caused by the 1.9 new blocks, dropping of numerical IDs, and (I think) changed potions. They've not released it as stable yet, though
Hi,
I did some tests with the current development branch and had some heavy issues with 1.9. I'm using Spigot 1.9 (CraftBukkit version git-Spigot-dd155ed-31caee5 (MC: 1.9)) and a newly generated world. Thats where I added 5 dungeons. That worked without any problem, but soon after my first exploration of the sites (1-2 min just walking around) I saw a lot of similiar error messages in my server log:
[21:08:27] [Server thread/INFO]: Attempted to place a tile entity (net.minecraft.server.v1_9_R1.TileEntityCommand@1122e0) at 69,53,-515 (SMOOTH_BRICK) where there was no entity tile!
[21:08:27] [Server thread/INFO]: Chunk coordinates: 64,-528
[21:08:27] [Server thread/WARN]: java.lang.Exception
[21:08:27] [Server thread/WARN]: at net.minecraft.server.v1_9_R1.Chunk.a(Chunk.java:724)
[21:08:27] [Server thread/WARN]: at net.minecraft.server.v1_9_R1.Chunk.a(Chunk.java:702)
[21:08:27] [Server thread/WARN]: at net.minecraft.server.v1_9_R1.ChunkRegionLoader.loadEntities(ChunkRegionLoader.java:373)
[21:08:27] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_9_R1.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:42)
[21:08:27] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_9_R1.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:1)
[21:08:27] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_9_R1.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:188)
[21:08:27] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_9_R1.util.AsynchronousExecutor.finishActive(AsynchronousExecutor.java:347)
[21:08:27] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_9_R1.chunkio.ChunkIOExecutor.tick(ChunkIOExecutor.java:34)
[21:08:27] [Server thread/WARN]: at net.minecraft.server.v1_9_R1.MinecraftServer.D(MinecraftServer.java:740)
[21:08:27] [Server thread/WARN]: at net.minecraft.server.v1_9_R1.DedicatedServer.D(DedicatedServer.java:400)
[21:08:27] [Server thread/WARN]: at net.minecraft.server.v1_9_R1.MinecraftServer.C(MinecraftServer.java:660)
[21:08:27] [Server thread/WARN]: at net.minecraft.server.v1_9_R1.MinecraftServer.run(MinecraftServer.java:559)
[21:08:27] [Server thread/WARN]: at java.lang.Thread.run(Unknown Source)
[21:08:46] [Server thread/ERROR]: Failed to save chunk
net.minecraft.server.v1_9_R1.ReportedException: Saving entity NBT
at net.minecraft.server.v1_9_R1.Entity.e(Entity.java:1356) ~[spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.Entity.d(Entity.java:1260) ~[spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.ChunkRegionLoader.a(ChunkRegionLoader.java:262) ~[spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.ChunkRegionLoader.a(ChunkRegionLoader.java:130) [spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.ChunkProviderServer.saveChunk(ChunkProviderServer.java:235) [spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.ChunkProviderServer.unloadChunks(ChunkProviderServer.java:289) [spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.WorldServer.doTick(WorldServer.java:230) [spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.MinecraftServer.D(MinecraftServer.java:776) [spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.DedicatedServer.D(DedicatedServer.java:400) [spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.MinecraftServer.C(MinecraftServer.java:660) [spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.MinecraftServer.run(MinecraftServer.java:559) [spigot.jar:git-Spigot-dd155ed-31caee5]
at java.lang.Thread.run(Unknown Source) [?:1.7.0_51]
Caused by: java.lang.NullPointerException
at net.minecraft.server.v1_9_R1.MerchantRecipe.k(MerchantRecipe.java:124) ~[spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.MerchantRecipeList.a(SourceFile:132) ~[spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.EntityVillager.b(EntityVillager.java:173) ~[spigot.jar:git-Spigot-dd155ed-31caee5]
at net.minecraft.server.v1_9_R1.Entity.e(Entity.java:1332) ~[spigot.jar:git-Spigot-dd155ed-31caee5]
... 11 more
I saw that I have a problem, when I tried to list all dungeon in this world with mcdungeon:
Loaded world: /darkman/gameserver/minecraft/spigot_test/world (28325 chunks, 256 blocks high)
Looking for data directory: /darkman/gameserver/minecraft/spigot_test/world/data
Scanning world for existing dungeons and treasure hunts:
cache mtime: 1457468882
100%[===============================================================>] 0:00:00
Cache hit rate: 28320/28325 (99%)
Strange Dungeon Info cache found?
Strange Dungeon Info cache found?
Known dungeons on this map:
+-----------+----------------+---------+-------+----+-------------------------+
| Pos | Date/Time | Ver | Size | Lv | Name |
+-----------+----------------+---------+-------+----+-------------------------+
| 64 864 | 03/08/16 21:03 | 0.14.3 | 5x7 | 3 | Vicious Mines |
| -560 144 | 03/08/16 21:04 | 0.14.3 | 5x6 | 4 | Consul Tellius' Keep |
| 768 592 | 03/08/16 21:05 | 0.14.3 | 7x7 | 5 | Harsh Dungeon |
+-----------+----------------+---------+-------+----+-------------------------+
As you can see 2 dungeons disappeared but the output refers to "Strange Dungeon Info cache found?". So it looks like these caches have been corrupted.
I repeated the whole process with fewer dungeons from a fresh copy of the original world (before modification thru mcdungeon) and had the same results. All Dungeons get listed shortly after the creation, but as soon as you visit these sites ingame the cache seems to get corrupted.
Question: I'm trying to add mod items in a 1.8.9 world to the chests, but I get this error:
Does this mean I have to use the numerical value for the item id? It tends to change in 1.8+.
Yes. In the last version of MCDungeon you needed to specify the numerical ID -- I think the devs are moving to text-IDs in the next iteration?
See the example configuration for lucky_blocks -- this shows how to define a new module-sourced item that can be used elsewhere in the configs, though you need to use the numerical ID sadly.
Alternatively, you can create an NBT file to define the item, and hook this in using the file_* object definitions (again, see the Lucky_block sample config for an example of how to do this). However I think that you still need to use a numerical ID rather than text ones for compatibilty with the underlying libraries being used in the 0.14.x branch
Oh, boo! Thanks for the info though! I think I'll give up on adding mod items until after the change to text ids, though. As it's just way too much hassle to adjust the numerical id per mod setup/mod update/mod whatever.
If I remember correctly, the problem is with the pymclevel library that MCDungeon uses. The version in use doesn't support the text IDs (and also doesnt support tiletick entities which makes tree growing awkward but thats a separate issue).
Looking at the Github project here: https://github.com/orphu/mcdungeon/issues/314
It seems that support for text IDs is already done in the 0.15 branch as of last August! So, if you grab the github snapshot, you might be able to get it working...
Support for MCDungeon (dungeons and treasure hunts) in Dynmap is now available and working:
https://github.com/sshipway/dynmap-mcdungeon/releases/tag/v1.2
Just as an update, I am 99% done with this. Unfortunately, my son came down with strep, passed it to me, and I've been sick as a dog since my last post.
However, before I totally gave in and confined myself to the bed, looking at the sheer amount of dungeons on each map, I realized that it really did look pretty rough. So, I started over with virgin maps (I always keep them until I'm done) and other than the treasure hunts and hard mode, I did 500 dungeons per map. For treasure hunts and hardmode, I did 50 per map.
Right now, I'm gen'ing the POI files and doing the overviewer render. I'll upload all this today sometime (the overviewer render is 12GB, so even with 50Mbps up, it does take a while) and then hopefully, Saturday post the results.
And many thanks to you for the Dynmap support. Although I have issues with Dynmap for huge maps (the number of files made for the hi-res maps on my maps, which are 5000x or higher) actually exceeds the normal inode count of a Linux volume, even a big one, and I have to custom format them with 10x the normal inodes), I'll likely use it on smaller maps.
As Always,
Don
The Overviewer maps are done ... you can view them here:maps.mcdungeondemo.com This is 17GB worth of Overviewer maps, and a rather large POI file.
The actual maps are being uploaded to the demo server now, and I estimate the whole thing will be online tomorrow and ready to go.
Then all I need to work on is the website, and making the worlds / configs available for download.
As Always,
Don
@vintagedon - looking good! The only comment I have is with the Treasure Hunts -- you seem to have them only in a small area in the middle of the map (1/3 of the radius), rather than further out. This means they are crossing over each other quite a bit which can be confusing. Maybe keep the same number, but increase the distance so they can be anywhere in the world? Though, you've got enough to do without wanting to redo the map again.
The Dynmap plugin can show the paths for the hunt steps, but unfortunately overviewer doesn't have any way to define a path, only a marker, so it is not immediately clear which step corresponds to which hunt.
Thanks for doing this, I'm looking forward to being able to play with it...
Has anyone tried to load this up in 1.9 yet? I've just finished modding my save with a few broken bits 8( like spawners. Lots of pig spawners. also quite a bit of console error spam. I wanted to verify that I didn't do something off the wall stupid and that this isn't ready for 1.9
Justin
The 0.15 development branch in Github works with 1.9, and addresses the issues caused by the 1.9 new blocks, dropping of numerical IDs, and (I think) changed potions. They've not released it as stable yet, though
Oh ok thanks! I'll keep an eye here then
Alright, so the McDungeonDemo server is done in it's first version. Might as well call it v0.1 BETA.
You can join here: play.mcdungeondemo.com (there is an SRV record set, so no need to append a port). This will connect you to the main lobby, and there are 5 portals going off: default config, hard mode, maze, super_extended (a consolidation of several configs I've seen and some of my own work that has custom magic items, a little more "mazier" than normal, and more mobs), and the treasure hunt map.
The maps instant reset to their original state every morning at 4AM EST (even if there are players on, it doesn't kick them ... they might see stuff "magically" fix itself, but nothing else), and the server begins looking at 6AM EST for a time when no players are on. First opportunity, it restarts the server.
@sshipway: Yep, I intend to re-do that treasure hunt map. I put the full radius of the map in, but I'm not sure why it clustered everything together like that. I'm going to have to go back and take a look at my config and see what I missed. Anyway, I didn't figure holding up the whole site for a single map made much sense. It doesn't take all that long to place 50 treasure hunts, so I'll do that sometime this week.
Also did some nice cosmetics in the lobby
Will work on the website next weekend and make all the maps available for download via S3.
As Always,
Vint
@vintagedon -- it might be a silly question, but having gone to one of the mcdungeon worlds, how do you get back to the hub in order to try out another configuration?
I notice you arrive on a platform in the lake, maybe have a portal there to go back to the central hub...
You can type /spawn, but it's not obvious.
I'm putting in an announcement system that announces certain things, like the mcdungeon.bubblemod.org address, and will also add "Use /spawn to return to the portal lobby." as an announcement. I'll also put a hologram in at the spawn so that people know as soon as they enter.
Edit: The announcement system is in. Does announcements on the ActionBar every 30 seconds with several lines of information, including the /spawn announcement.
I've had a bit of a play about
Thanks for making the /spawn more obvious, I'd only looked at /help and hadn't seen it. It might also be worth allowing the /kit command so that people can get a basic kit again after they die?
It also looks like you might be using an older version of MCDungeon -- some of the treasure hunt waymarks being generated are a bit wrong - the wall signs on the monuments are back to front, for instance. Not sure if this is a bug in the current version or a previously patched thing.
Hi Don!
I checked out the server a bit. Looks great!
Do you have command blocks disabled? The portcullises and traps won't work without them.
The announcements thing is a bit irritating. IMO people can read all the info in spawn. No need to spam them.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I think a notice at world spawn would work just as well, maybe, but the announcements aren't so bad.
The parameters used for the dungeons are quite big -- size up to 8x8 and up to 8 levels -- and for the treasure hunts there are 1-6 steps with up to 15 chunks distance. Might be better for treasure hunts to be 3-5 steps and limit the chunks distance to 2-6 (else you just get lost searching)?
Is it possible to enable flying in the worlds? Otherwise, covering all the distance to find more remote dungeons and treasure hunt starts can take ages. As the idea is for it to be a demo, rather than a properly competitive server, you'd want to get to see the more remote things.
Eggplant/SShipway:
So I found a small issue today where the crash check routine for the server was failing and restarting the server when it didn't need to. Have fixed that.
As for the command-blocks, I don't think I do, but I will check. It's likely something in WorldGuard.
And yep, I can disable the announcements. Had put them on the ActionBar hoping that it would be nicer than in chat, but if you feel it's spamming, I don't have a problem disabling it.
Treasure Hunts: Sure ... I'm re-doing that map in a day or two, and will change that.
Flying: Yep, sure can. Simple as adding a permission. What I had PLANNED to do was add warps, since I have all the coordinates of the dungeons, but fly could work too, although it would take more time.
As Always,
Don
Warps are even better, parituclarly for dungeons, though for treasure hunts you probably want to fly just to be able to see how far to travel to get to the waypoint. As the taco girl said, "why not both?"
http://knowyourmeme.com/photos/538731-why-not-both-why-dont-we-have-both
Hi,
I did some tests with the current development branch and had some heavy issues with 1.9. I'm using Spigot 1.9 (CraftBukkit version git-Spigot-dd155ed-31caee5 (MC: 1.9)) and a newly generated world. Thats where I added 5 dungeons. That worked without any problem, but soon after my first exploration of the sites (1-2 min just walking around) I saw a lot of similiar error messages in my server log:
I saw that I have a problem, when I tried to list all dungeon in this world with mcdungeon:
As you can see 2 dungeons disappeared but the output refers to "Strange Dungeon Info cache found?". So it looks like these caches have been corrupted.
I repeated the whole process with fewer dungeons from a fresh copy of the original world (before modification thru mcdungeon) and had the same results. All Dungeons get listed shortly after the creation, but as soon as you visit these sites ingame the cache seems to get corrupted.
Any ideas whats happening here?
And btw... Its an AWESOME Generator!