hey i saw that you used the book paster thing a friend of mine made. mr rae3k is glad to see someone is useing it
Hello! Please pass on my sincere thanks to Ray3k from me! Multiplayer Book Paster was invaluable in creating the provided book selection. Since we currently have no way to determine how to wrap books correctly for minecraft, I needed a tool that could split text in to pages of the correct length. It did the job fantastically.
Though, if he's taking requests, an option to export the book one-page-per-line would be useful for future conversions!
anagi,magic_Skofnung,magic_Tyrfing: 20,1,0
magic_Marlin Saber:1,1,0
magic_Flame Armour:1,1,0
Potion of Regeneration II,Splash Potion of Regeneration II,Potion of Swiftness II,Splash Potion of Swiftness II,Potion of Healing
II,Splash Potion of Healing II,Potion of Strength II,Splash Potion of Strength II,Extended Potion of Night Vision,Extended Potion of
This is cool! Currently, the code doesn't allow for modded blocks to easily appear in the dungeons. It's open source though and I've made Pam's mods blocks appear by editing the Python program from GitHub but I don't know a good way to make that stuff in the main program without messing up the program for other people...
We didnt find a way of exactly specifying the location of a single dungeon.
You can specify this using the 'offset' setting in the configuration file. Provide the co-ordinates for the North-West corner of the dungeon. See default.cfg for more information.
i get his then it closes instantly (it was hard to get this screenshot)
It looks like you may be running the .exe, not the launcher file. Try running the lancher.bat in the uppermost directory (the one with the README.txt file) and see what happens. To leanr how to properly run the .exe file, read the README.txt file, it will explain more.
Will be awesome if one day I can specify some of the blocks for floors/walls using mod added blocks. (I dont think the current version can, were still rebuilding our 1.5.1 server and havent gotten as far as starting to use this tool again).
If I understand you correctly, you actually can set walls/floors/ceilings to modded blocks. If you open your config file you will find lines that say something like this:
wall: meta_stonedungeon
secret_door: meta_stonedungeon
ceiling: meta_mossycobble
floor: stone
subfloor: meta_stonedungeon
Change those values to ANYTHING in the items.txt file and your walls/floors/etc will be made of whatever you decide. You can have a dungeon made of wood planks, quartz, red stone torches, or anything from another mode that you put in the items.txt file. Have fun!
Sorry, I just ran a few tests and I can't get it to create dungeons out of anything but vanilla blocks. I may spend some time on this. Thanks!
Thanks for the info JiFish. Since becoming aware of this Ive been checking in on MCedit version updates.
Will be awesome if one day I can specify some of the blocks for floors/walls using mod added blocks. (I dont think the current version can, were still rebuilding our 1.5.1 server and havent gotten as far as starting to use this tool again).
I'm afraid this is quite unlikely as the software currently stands, due to the way material selection works. It's possible that something could be done about this in the future, but I wouldn't hold your breath.
In the meantime, you can change the ID numbers of various building materials in items.txt - to subsitute blocks of that ID when they are generated. For example you could switch all instances of cobble to a mod block of your choice by changing the ID of cobble.
The other option is to edit the code directly. You can start in materials.py
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First of all, I'd like to commend you on the awesome dungeon generator, ask a couple of questions, and make a couple of suggestions, if I may. These come out of a very long generation time (I'm at 107 hours and counting, but I think I'm close to 75% done, at least by the number of region files done), and being an information junkie (I'm a systems admin, so we love logs).
Some background: Currently, I'm doing a 4-8/4-8/1-8/-1/-1 generation on a 10,000x10,000 block map with all custom biomes (over 300 custom biomes and 1,000 custom BO2s like trees, etc). The generation radius was large enough to encompass the entire map (which would be 390,625 chunks total). Actually, as a test, I'm doing 2 different generations on a copy of the the same map. One is on a Windows 7 VM while one is on an Ubuntu 12 server VM (both 4 cores, 8gb of RAM ... I have my own VMWare cluster in my basement). Both were started within 5 minutes of the other, they are running the exact same settings, and the VMs are doing nothing other than rendering dungeons.
Question: Is there a reliable way to get a general idea of how far along the job is? Although I may be totally wrong, I'm comparing the number of region files in the map directory to the temporary directory. There are ~450 region files in the map directory, so my assumption is that if there are, say, 337 files in the temporary directory, then it would be 75% done ... barring doing the relighting). If that is any indication, then interestingly enough, the Ubuntu VM is out ahead of the Windows VM in amount done. However, both seemed to have slowed to a crawl, only adding a couple of region files to the temporary directory an hour.
1. A log file with timestamps: Although I can tell the program is working, the time between the dungeon generations are getting longer and longer. It's only placing a couple of them per hour now, and I won't have any log file to check on now or afterwards. I think a log file would be great for checking afterwards, especially if you're going to have ... I dunno how many dungeons. Also, I could tail the log file, or just check the timestamps in terminal.
2. An option to stop the process and start again. This may not even be possible to save your progress, but it would be nice for very long renders such as this one. I do realize I could have probably done this in "bands" of radius sections ... 0-10, 10-20, etc.
3. Output to File: This is sort of with #1 but if you're listing dungeons, it would be nice to output it to file. I can still do it by piping to clip, but it's just an idea.
Once I finish, I'll be doing hires Dynmaps both flat and iso, and will gladly post them. In fact, if you'd like to see the current flat render of the map, you can see it at http://mc.shardsofariana.com:8123 and the map name is Spirit-New
Question: Is there a reliable way to get a general idea of how far along the job is? Although I may be totally wrong, I'm comparing the number of region files in the map directory to the temporary directory.
Well, it goes through several stages, and should be giving you some progress to stdout. if it's still generating files in the temp directory, then I suppose it's still in the chunk/dungeon scanning stages?
However, both seemed to have slowed to a crawl, only adding a couple of region files to the temporary directory an hour.
With a large number of chunks like that it will slow down as memory is consumed and the heap gets garbage collected. How is memory on these machines? Are they swapping to disk yet?
1. A log file with timestamps: Although I can tell the program is working, the time between the dungeon generations are getting longer and longer. It's only placing a couple of them per hour now, and I won't have any log file to check on now or afterwards. I think a log file would be great for checking afterwards, especially if you're going to have ... I dunno how many dungeons. Also, I could tail the log file, or just check the timestamps in terminal.
2. An option to stop the process and start again. This may not even be possible to save your progress, but it would be nice for very long renders such as this one. I do realize I could have probably done this in "bands" of radius sections ... 0-10, 10-20, etc.
This would take some work, though not impossible. It might be as simple as just calling relight and save after each dungeon. The scanning stages cache their data. When you run again they will only re-scan changed chunks.
But there is currently no way to stop and save dungeons generated so far and then pick up later. The only way to emulate that would be to generate a fixed number of dungeons each run until you run out. ie: use "25" or something instead of "-1" for the number of dungeons and just keep running mcdungeon over and over until it stops placing dungeons. The only side effect of doing it this way will be that dungeons may get placed in clusters rather then evenly distributed if you have maximize_distance set to True. It will end up looking more like False.
3. Output to File: This is sort of with #1 but if you're listing dungeons, it would be nice to output it to file. I can still do it by piping to clip, but it's just an idea.
Not totally clean, but:
python mcdungeon.py list world2 > fileout
Rollback Post to RevisionRollBack
MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
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Eggplant:
Thanks for the quick reply, and I'll definitely do the feature request for the line numbers.
Got up this morning, and the Windows VM had bombed out with an error. Remember both VMs are fresh OS installs without anything else on them, not even Minecraft, so I'm not sure where this one came from:
Dungeon size: 7 x 5 x 8
Location: (240,55,-2496)
Generating rooms...
Generating halls...
Generating floors...
Generating features...
Generating ruins...
Traceback (most recent call last):
File "<string>", line 1159, in <module>
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\dungeon", line 2072, in setentrance
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\pymclevel.infiniteworld", line 1485, in getChunk
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\pymclevel.infiniteworld", line 1457, in _getChunkData
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\pymclevel.infiniteworld", line 1466, in _storeLoadedChunkData
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\pymclevel.infiniteworld", line 1119, in checkSessionLock
pymclevel.infiniteworld.SessionLockLost: Session lock lost. This world is being accessed from another location.
Press any key to continue . . .
Anyway, that's the end of the Windows generation. We'll see where the Ubuntu generation takes us.
With a large number of chunks like that it will slow down as memory is consumed and the heap gets garbage collected. How is memory on these machines? Are they swapping to disk yet?
Both VMs I gave 8GB of memory. As I have 128GB of memory on the cluster, memory wasn't an issue, so I figured I'd let them have enough to play with. On both machines, I never saw McDungeon get over 1.5GB of memory usage. The Ubuntu machine is at:
First of all, I'd like to commend you on the awesome dungeon generator, ask a couple of questions, and make a couple of suggestions, if I may. These come out of a very long generation time (I'm at 107 hours and counting, but I think I'm close to 75% done, at least by the number of region files done), and being an information junkie (I'm a systems admin, so we love logs).
Some background: Currently, I'm doing a 4-8/4-8/1-8/-1/-1 generation on a 10,000x10,000 block map with all custom biomes (over 300 custom biomes and 1,000 custom BO2s like trees, etc). The generation radius was large enough to encompass the entire map (which would be 390,625 chunks total). Actually, as a test, I'm doing 2 different generations on a copy of the the same map. One is on a Windows 7 VM while one is on an Ubuntu 12 server VM (both 4 cores, 8gb of RAM ... I have my own VMWare cluster in my basement). Both were started within 5 minutes of the other, they are running the exact same settings, and the VMs are doing nothing other than rendering dungeons.
Question: Is there a reliable way to get a general idea of how far along the job is? Although I may be totally wrong, I'm comparing the number of region files in the map directory to the temporary directory. There are ~450 region files in the map directory, so my assumption is that if there are, say, 337 files in the temporary directory, then it would be 75% done ... barring doing the relighting). If that is any indication, then interestingly enough, the Ubuntu VM is out ahead of the Windows VM in amount done. However, both seemed to have slowed to a crawl, only adding a couple of region files to the temporary directory an hour.
1. A log file with timestamps: Although I can tell the program is working, the time between the dungeon generations are getting longer and longer. It's only placing a couple of them per hour now, and I won't have any log file to check on now or afterwards. I think a log file would be great for checking afterwards, especially if you're going to have ... I dunno how many dungeons. Also, I could tail the log file, or just check the timestamps in terminal.
2. An option to stop the process and start again. This may not even be possible to save your progress, but it would be nice for very long renders such as this one. I do realize I could have probably done this in "bands" of radius sections ... 0-10, 10-20, etc.
3. Output to File: This is sort of with #1 but if you're listing dungeons, it would be nice to output it to file. I can still do it by piping to clip, but it's just an idea.
Once I finish, I'll be doing hires Dynmaps both flat and iso, and will gladly post them. In fact, if you'd like to see the current flat render of the map, you can see it at http://mc.shardsofariana.com:8123 and the map name is Spirit-New
As Always,
VintageDon
Love the look of this map! Is this a custom one, or would you be willing to share it?
Love the look of this map! Is this a custom one, or would you be willing to share it?
Thanks for the compliment. Yes, it's a custom map. It's done completely with TerrainControl on "from image" mode, and it's all custom biomes. In fact, there's not a single "normal" biome on the map. Unfortunately, I couldn't share this one as it's part of a five-world server (all the worlds will be custom) that will be going public in a couple of weeks. Well ... whenever MCDungeon finishes placing dungeons
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Eggplant:
Since one of my instances died, just to have a couple of backups, I've created two additional VMs, both 8GB with 2 cores, and started renders on both of them with slightly different settings. I'll keep you updated, and we'll see how long it takes.
root@mcdungeon3:/temp-work/mcdungeon-v0.11.0-linux64/bin# date
Sun May 19 14:52:11 EDT 2013
Enter the maximum number of dungeons to add.
Depending on the characteristics of your world, and size of your
dungeons, the actual number placed may be less.
Enter -1 to add as many dungeons as possible.
Number of dungeons (leave blank for 1): -1
Trying to open: /root/.minecraft/saves/Spirit
Loaded world: /root/.minecraft/saves/Spirit (425104 chunks, 256 blocks high)
Looking for data directory: Spirit/data
Looking for data directory: /root/.minecraft/saves/Spirit/data
Reading loot tables...
MCDungeon 0.11.0 startup complete.
Chunk cache missing, or is an old verision. Resetting...
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Eggplant:
Finally finished all three renders: a world with 250 dungeons, 500 and 1,000, to compare density and choose a good one for the world. It ended up being right in the middle, and I chose the 500, which gave plenty of dungeons, but kept them spread out enough that they aren't on top of one another, and make it feel more like a ruined or abandoned world.
Actually ended up using three Amazon EC2 instances (one for each render), and they took 2, 3, and 4 days, respectively. The 250 and 500 I ran on the Small instances (.06/hour), while the 500, I ran on a Medium instance (.12/hour).
You can see the final result at http://map.shardsofariana.com ... the map is a custom map with 384 custom biomes, and I was really pleased with the placement and integration with the landscape. Kudos for the awesome plugin; we're enjoying it already.
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Those are all great, and there are some in the rivers, and one literally inside a large waterfall coming off the plains to the lowlands. Best one for me is one perched on the edge of a nether volcano. And since it's a nether biome, you have ghasts, blazes and pig zombies spawning naturally around, not to mention the large dungeon underneath.
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I tried searching the thread but I couldn't find a clear answer. I'm wondering if MCDungeon can generate a dungeon in a landscape with modded blocks in it, specifically mod ores. I keep getting an error that MCdungeon can't open the world I've generated and I'm guessing it's because there are modded ores in the world but I'm not entirely certain!
Hello! Please pass on my sincere thanks to Ray3k from me! Multiplayer Book Paster was invaluable in creating the provided book selection. Since we currently have no way to determine how to wrap books correctly for minecraft, I needed a tool that could split text in to pages of the correct length. It did the job fantastically.
Though, if he's taking requests, an option to export the book one-page-per-line would be useful for future conversions!
Can you post the values you are using? Did you modify the fortunes file at all?
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Yes.
I added this to my items.txt file (there are also Pam's mod items in there):
#Scrolls from Ars Magica
20308,Growth,22756,1
20308,Firebolt,22757,1
20308,Gust,22758,1
20308,Jump,22759,1
20308,Earth Shift,22760,1
20308,Dig,22761,1
20308,Aqua,22762,1
20308,Furnace Touch,22763,1
20308,Arcane Bolt,22764,1
20308,Frozen Path,22765,1
20308,Lightning Bolt,22766,1
20308,Water Breathing,22767,1
20308,Flight,22778,1
20308,Feather Fall,22779,1
20308,Haste,22780,1
20308,Heal Self,22781,1
20308,Fire Rune,22782,1
20308,Shockwave,22784,1
20308,Telekinesis,22785,1
20308,Mark,22786,1
20308,Recall,22787,1
20308,Divine Intervention,22788,1
20308,Ender Intervention,22789,1
20308,Blink,22790,1
20308,Regeneration,22791,1
20308,Heal Other,22792,1
20308,Regenerate Other,22793,1
20308,Fire Burst,22795,1
20308,Life Tap,22796,1
20308,Summon Stone Golem,22796,1
20308,Summon Skeleton,22797,1
20308,Summon Fire Elemental,22798,1
20308,Summon Lich,22799,1
20308,Magelight,22800,1
20308,Call Rain,22801,1
20308,Fireball,22802,1
20308,Guardian Arcane Bolt,22803,1
20308,Summon Battle Chicken,22804,1
20308,Fire Shield,22805,1
20308,Water Shield,22806,1
20308,Lightning Storm,22809,1
20308,Meteor Jump,22810,1
20308,Chain Lightning,22811,1
20308,Dispel,22812,1
20308,Charm,22814,1
20308,Arctic Wind,22815,1
20308,Frostbolt,22816,1
20308,Ice Rune,22817,1
20308,Earth Shift Down,22818,1
20308,Sense Energy,22819,1
20308,Life Drain,22820,1
20308,Mana Drain,22821,1
20308,Chrono Anchor,22822,1
20308,Transplace,22823,1
20308,Dig II,22824,1
20308,Invisibility,22825,1
20308,Night Vision,22826,1
20308,Insect Swarm,22827,1
20308,Draining Poison,22828,1
20308,Drown,22892,1
20308,Ender Bolt,22830,1
20308,Vortex,22831,1
20308,Channel Essence,22832,1
20308,Clarivoyance,22833,1
20308,Curse of the Desert,22834,1
20308,Tangle of Wood and Throns,22835,1
20308,Parasitic Seed,22836,1
20308,Pull of the Watery Grave,22837,1
20308,Talons of the Wind,22838,1
20308,Breath of the Open Sky,22839,1
20308,Kiss of Death,22840,1
20308,Flash of Scarlet Flames,22841,1
20308,Wizard's Autumn,22842,1
20308,Spasms of the Uncontrolled Hand,22843,1
20308,Seven League Stride,22844,1
20308,Conjure the Sturdy Vine,22845,1
20308,Swirling Winds of Protection,22847,1
20308,Summon Shadow,22848,1
20308,Healing Ring,22849,1
20308,Swift Swim,22850,1
20308,Spell Reflection,22851,1
20308,Agility,22852,1
20308,Accelerate,22853,1
20308,Wall of Thorns,22854,1
20308,Parching Wind,22855,1
20308,Bound Hoe,22856,1
20308,Bound Ax,22857,1
20308,Bound Pick,22858,1
20308,Bound Shovel,22859,1
20308,Bound Sword,22860,1
20308,Till the Fields,22861,1
20308,Reaping Scythe,22862,1
20308,Sow the Seeds,22863,1
20308,Magma Ball,22864,1
20308,Magma Shield,22866,1
20308,Electrocute,22866,1
20308,Stabilize Vortex,22867,1
20308,Arcane Beam,22868,1
20308,Blazing Beam,22869,1
20308,Healing Beam,22870,1
20308,Jolt,22871,1
20308,Gravity Well,22872,1
#Ars Magica
20256,Arcane Compound,0,64
20257,Arcane Ash,0,64
20258,Arcane Essence,0,64
20259,Earth Essence,0,64
20260,Air Essence,0,64
20261,Fire Essence,0,64
20262,Water Essence,0,64
20263,Magma Essence,0,64
20264,Ice Essence,0,64
20265,Plant Essence,0,64
20266,Lightning Essence,0,64
20267,Pure Essence,0,64
20268,Life Essence,0,64
20269,Ender Essence,0,64
20270,Spell Parchment,0,64
20271,Spell Book,0,64
20272,Rune Vestis,0,64
20273,Rune Kula,0,64
20274,Rune Lanu,0,64
20275,Rune Crocus,0,64
20276,Rune Oraiste,0,64
20277,Rune Corcra,0,64
20278,Rune Viridus,0,64
20279,Rune Atrum,0,64
20280,Rune Niveus,0,64
20281,Novice Hood,0,1
20282,Novice Armor,0,1
20283,Novice Leggings,0,1
20284,Novice Boots,0,1
20285,Journeyman Hood,0,1
20286,Journeyman Armor,0,1
20287,Journeyman Leggings,0,1
20288,Journeyman Boots,0,1
20289,Master Hood,0,1
20290,Master Armor,0,1
20291,Master Leggings,0,1
20292,Master Boots,0,1
20309,Affinity Air,0,64
20310,Affinity Arcane,0,64
20311,Affinity General,0,64
20312,Affinity Earth,0,64
20313,Affinity Ender,0,64
20314,Affinity Fire,0,64
20315,Affinity Ice,0,64
20316,Affinity Life,0,64
20317,Affinity Lightning,0,64
20318,Affinity Magma,0,64
20319,Affinity Plant,0,64
20320,Affinity Water,0,64
20330,Vinteum Dust,0,64
791,Blue Orchid,0,64
792,Desert Nova,0,64
20360,Essence Bag,0,1
#others
397,Skeleton Skull,0,64
#mana potions
20351,Lesser Mana Potion,0,1
20352,Standard Mana Potion,0,1
20353,Greater Mana Potion,0,1
20354,Epic Mana Potion,0,1
#Pam's stuff
15312,Taffy,0,64
15583,Woven Cotton,0,64
15664,PBJ,0,1
15274,Apple Pie,0,1
15256,Pot,0,1
15257,Skillet,0,1
15258,Saucepan,0,1
15259,Bakeware,0,1
15260,Cutting Board,0,1
15261,Mortar and Pestle,0,1
And this is the loot list in my Ars Magica.cfg:
[tier0]
Taffy: 100,3-5,0
Woven Cotton: 90,1-20,0
Blue Orchid,Desert Nova: 90,1-5,0
PBJ,Apple Pie: 50,1,0
Pot,Skillet,Saucepan,Bakeware,Cutting Board, Mortar and Pestle: 50,1,0
Arcane Compound,Arcane Ash: 30,3-4,0
Arcane Essence,Earth Essence,Air Essence,Fire Essence,Water Essence,Magma Essence,Ice Essence,Plant Essence,Lightning Essence,Pure
Essence,Life Essence,Ender Essence,Spell Parchment,Spell Book:50,2,0
Rune Vestis,Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Novice Hood,Novice Armor,Novice Leggings,Novice Boots: 40,1,0
Lesser Mana Potion: 100,1-4,0
Affinity Air,Affinity Arcane,Affinity General,Affinity Earth,Affinity Ender,Affinity Fire,Affinity Ice,Affinity Life,Affinity
Lightning,Affinity Magma,Affinity Plant,Affinity Water: 5,1,0
Growth, Firebolt, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword:
100,1,0
Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather Fall, Haste, Heal
Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration, Heal Other,
Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight, Call Rain,
Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain Lightning, Dispel,
Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor, Transplace, Dig II,
Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance, Curse of the Desert,
Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss of Death, Flash of
Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine, Swirling Winds of
Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching Wind, Bound Hoe,
Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma Shield, Electrocute,
Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 40,1,0
Firebolt, Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather
Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration,
Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight,
Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain
Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 40,1,0
Haste: 20,1,0
Torch: 100,5-20,0
Arrow: 100,5-30,0
Compass: 15,1-1,0
Bowl: 60,1-2,0
Wheat: 20,3-9,0
Brown Mushroom: 50,1-3,0
Red Mushroom: 50,1-3,0
Bread: 100,1-3,0
Bow: 25,1,0
Stone Sword: 80,1-2,0
Stone Shovel: 40,1,0
Stone Pickaxe: 60,1,0
Stone Axe: 40,1,0
Leather Helmet: 40,1-2,0
Leather Chestplate: 40,1-2,0
Leather Leggings: 40,1-2,0
Leather Boots: 40,1-2,0
Bow,Wooden Sword,Stone Sword,Wooden Axe,Stone Axe,Wooden Pickaxe,Stone Pickaxe: 20,1,1-5
Leather Helmet,Leather Chestplate,Leather Leggings,Leather Boots: 20,1,1-5
[tier1]
Taffy: 100,3-5,0
Woven Cotton: 90,1-20,0
Vinteum Dust: 50,1-2,0
PBJ,Apple Pie: 50,1,0
Pot,Skillet,Saucepan,Bakeware,Cutting Board, Mortar and Pestle: 50,1,0
Arcane Compound,Arcane Ash: 40,3-4,0
Arcane Essence,Earth Essence,Air Essence,Fire Essence,Water Essence,Magma Essence,Ice Essence,Plant Essence,Lightning Essence,Pure
Essence,Life Essence,Ender Essence,Spell Parchment,Spell Book:50,2,0
Rune Vestis,Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Novice Hood,Novice Armor,Novice Leggings,Novice Boots: 60,1,0
Standard Mana Potion: 100,1-2,0
Affinity Air,Affinity Arcane,Affinity General,Affinity Earth,Affinity Ender,Affinity Fire,Affinity Ice,Affinity Life,Affinity
Lightning,Affinity Magma,Affinity Plant,Affinity Water: 15,1,0
Firebolt, Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather
Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration,
Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight,
Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain
Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 50,1,0
Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather Fall, Haste, Heal
Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration, Heal Other,
Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight, Call Rain,
Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain Lightning, Dispel,
Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor, Transplace, Dig II,
Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance, Curse of the Desert,
Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss of Death, Flash of
Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine, Swirling Winds of
Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching Wind, Bound Hoe,
Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma Shield, Electrocute,
Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 50,1,0
Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather Fall, Haste,
Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration, Heal Other,
Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight, Call Rain,
Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain Lightning, Dispel,
Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor, Transplace, Dig II,
Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance, Curse of the Desert,
Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss of Death, Flash of
Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine, Swirling Winds of
Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching Wind, Bound Hoe,
Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma Shield, Electrocute,
Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 50,1,0
Torch: 100,5-20,0
Arrow: 100,5-30,0
Compass: 10,1-1,0
Wheat: 40,3-9,0
Brown Mushroom: 40,1-3,0
Red Mushroom: 40,1-3,0
Cooked Fish: 20,1-2,0
Bow: 10,1-1,0
Bread: 25,1-1,0
Apple: 25,1-2,0
Pumpkin Pie: 10,1-1,0
Stone Sword: 40,1-1,0
Stone Shovel: 40,1-1,0
Stone Pickaxe: 40,1-1,0
Stone Axe: 40,1-1,0
Leather Helmet: 30,1-1,0
Leather Chestplate: 30,1-1,0
Leather Leggings: 30,1-1,0
Leather Boots: 30,1-1,0
Bottle o' Enchanting: 10,1-5,0
[tier2]
Arcane Compound,Arcane Ash: 90,3-4,0
Arcane Essence,Earth Essence,Air Essence,Fire Essence,Water Essence,Magma Essence,Ice Essence,Plant Essence,Lightning Essence,Pure
Essence,Life Essence,Ender Essence,Spell Parchment,Spell Book:50,2,0
Rune Vestis,Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Novice Hood,Novice Armor,Novice Leggings,Novice Boots: 80,1,0
Standard Mana Potion: 100,1-2,0
Affinity Air,Affinity Arcane,Affinity General,Affinity Earth,Affinity Ender,Affinity Fire,Affinity Ice,Affinity Life,Affinity
Lightning,Affinity Magma,Affinity Plant,Affinity Water: 25,1,0
Firebolt, Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather
Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration,
Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight,
Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain
Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 60,1,0
Firebolt, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather Fall,
Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration, Heal
Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight, Call
Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain Lightning,
Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor, Transplace, Dig
II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance, Curse of the
Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss of Death,
Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine, Swirling Winds of
Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching Wind, Bound Hoe,
Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma Shield, Electrocute,
Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 60,1,0
Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather Fall, Haste,
Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration, Heal Other,
Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight, Call Rain,
Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain Lightning, Dispel,
Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor, Transplace, Dig II,
Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance, Curse of the Desert,
Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss of Death, Flash of
Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine, Swirling Winds of
Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching Wind, Bound Hoe,
Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma Shield, Electrocute,
Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 60,1,0
Torch: 100,15-40,0
Arrow: 100,15-40,0
Wheat: 50,3-9,0
Brown Mushroom: 50,1-3,0
Red Mushroom: 50,1-3,0
Cooked Fish: 20,1-2,0
Apple: 25,1-1,0
Pumpkin Pie,Apple Pie: 10,1-1,0
String: 30,1-10,0
Feather: 30,1-10,0
Gunpowder: 20,1-10,0
Fishing Rod: 20,1-1,0
Bow: 10,1-1,0
Iron Ingot: 30,1-10,0
Flint: 30,1-10,0
Rose Red: 10,1-5,0
Cactus Green: 10,1-5,0
Pink Dye: 10,1-5,0
Lime Dye: 10,1-5,0
Dandelion Yellow: 10,1-5,0
Bone Meal: 10,1-5,0
Chainmail Helmet: 20,1-1,0
Chainmail Chestplate: 20,1-1,0
Chainmail Leggings: 20,1-1,0
Chainmail Boots: 20,1-1,0
Bottle o' Enchanting: 20,1-5,0
Emerald: 10,1-5,0
Essence Bag: 8,1,0
[tier3]
Arcane Compound,Arcane Ash: 90,3-4,0
Arcane Essence,Earth Essence,Air Essence,Fire Essence,Water Essence,Magma Essence,Ice Essence,Plant Essence,Lightning Essence,Pure
Essence,Life Essence,Ender Essence,Spell Parchment,Spell Book:50,2,0
Rune Vestis,Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Journeyman Hood,Journeyman Armor,Journeyman Leggings,Journeyman Boots: 20,1,0
Greater Mana Potion: 100,1-2,0
Affinity Air,Affinity Arcane,Affinity General,Affinity Earth,Affinity Ender,Affinity Fire,Affinity Ice,Affinity Life,Affinity
Lightning,Affinity Magma,Affinity Plant,Affinity Water: 35,1,0
Growth, Firebolt, Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight,
Feather Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink,
Regeneration, Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich,
Magelight, Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump,
Chain Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 80,1,0
Firebolt, Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather
Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration,
Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight,
Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain
Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 80,1,0
Firebolt, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather Fall,
Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration, Heal
Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight, Call
Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain Lightning,
Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor, Transplace, Dig
II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance, Curse of the
Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss of Death,
Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine, Swirling Winds of
Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching Wind, Bound Hoe,
Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma Shield, Electrocute,
Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 80,1,0
Torch: 100,15-40,0
Arrow: 100,15-40,0
Wheat: 50,3-9,0
Brown Mushroom: 50,1-3,0
Red Mushroom: 50,1-3,0
Cooked Fish: 20,1-2,0
Apple: 25,1-1,0
Pumpkin Pie,Apple Pie: 10,1-1,0
Golden Apple: 5,1-1,0
String: 30,1-10,0
Feather: 30,1-10,0
Pumpkin Seeds: 15,1-1,0
Melon Seeds: 15,1-1,0
Carrot: 10,1-2,0
Potato: 10,1-2,0
Gunpowder: 20,1-10,0
Bow: 10,1-1,0
Fishing Rod: 20,1-1,0
Iron Ingot: 30,1-10,0
Flint: 30,1-10,0
Ink Sac: 10,1-5,0
Rose Red: 10,1-5,0
Cactus Green: 10,1-5,0
Light Gray Dye: 10,1-5,0
Gray Dye: 10,1-5,0
Pink Dye: 10,1-5,0
Lime Dye: 10,1-5,0
Dandelion Yellow: 10,1-5,0
Magenta Dye: 10,1-5,0
Orange Dye: 10,1-5,0
Bone Meal: 10,1-5,0
Iron Sword: 10,1-1,0
Iron Shovel: 10,1-1,0
Iron Pickaxe: 10,1-1,0
Iron Axe: 10,1-1,0
Iron Helmet: 10,1-1,0
Iron Chestplate: 10,1-1,0
Iron Leggings: 10,1-1,0
Iron Boots: 10,1-1,0
Bottle o' Enchanting: 25,1-5,0
Emerald: 20,1-5,0
Potion of Regeneration,Potion of Swiftness,Splash Potion of Swiftness,Potion of Fire Resistance,Splash Potion of Fire Resistance,Potion of
Healing,Splash Potion of Healing,Potion of Strength,Splash Potion of Strength,Potion of Night Vision,Potion of Invisibility: 25,1,0
Essence Bag: 8,1,0
[tier4]
Arcane Compound,Arcane Ash: 90,3-4,0
Arcane Essence,Earth Essence,Air Essence,Fire Essence,Water Essence,Magma Essence,Ice Essence,Plant Essence,Lightning Essence,Pure
Essence,Life Essence,Ender Essence,Spell Parchment,Spell Book:50,2,0
Rune Vestis,Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Rune Kula,Rune Lanu,Rune Crocus,Rune Oraiste,Rune Corcra,Rune Viridus,Rune Atrum,Rune Niveus: 50,3-4,0
Journeyman Hood,Journeyman Armor,Journeyman Leggings,Journeyman Boots: 40,1,0
Epic Mana Potion: 100,1-2,0
Affinity Air,Affinity Arcane,Affinity General,Affinity Earth,Affinity Ender,Affinity Fire,Affinity Ice,Affinity Life,Affinity
Lightning,Affinity Magma,Affinity Plant,Affinity Water: 45,1,0
Growth, Firebolt, Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight,
Feather Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink,
Regeneration, Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich,
Magelight, Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump,
Chain Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 100,1,0
Growth, Gust, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather
Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration,
Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight,
Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain
Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 100,1,0
Growth, Firebolt, Jump, Earth Shift, Dig, Aqua, Furnace Touch, Arcane Bolt, Frozen Path, Lightning Bolt, Water Breathing, Flight, Feather
Fall, Haste, Heal Self, Fire Rune, Shockwave, Telekinesis, Mark, Recall, Divine Intervention, Ender Intervention, Blink, Regeneration,
Heal Other, Regenerate Other, Fire Burst, Life Tap, Summon Stone Golem, Summon Skeleton, Summon Fire Elemental, Summon Lich, Magelight,
Call Rain, Fireball, Guardian Arcane Bolt, Summon Battle Chicken, Fire Shield, Water Shield, Lightning Storm, Meteor Jump, Chain
Lightning, Dispel, Charm, Arctic Wind, Frostbolt, Ice Rune, Earth Shift Down, Sense Energy, Life Drain, Mana Drain, Chrono Anchor,
Transplace, Dig II, Invisibility, Night Vision, Insect Swarm, Draining Poison, Drown, Ender Bolt, Vortex, Channel Essence, Clarivoyance,
Curse of the Desert, Tangle of Wood and Throns, Parasitic Seed, Pull of the Watery Grave, Talons of the Wind, Breath of the Open Sky, Kiss
of Death, Flash of Scarlet Flames, Wizard's Autumn, Spasms of the Uncontrolled Hand, Seven League Stride, Conjure the Sturdy Vine,
Swirling Winds of Protection, Summon Shadow, Healing Ring, Swift Swim, Spell Reflection, Agility, Accelerate, Wall of Thorns, Parching
Wind, Bound Hoe, Bound Ax, Bound Pick, Bound Shovel, Bound Sword, Till the Fields, Reaping Scythe, Sow the Seeds, Magma Ball, Magma
Shield, Electrocute, Stabilize Vortex, Arcane Beam, Blazing Beam, Healing Beam, Jolt, Gravity Well: 100,1,0
Gold Music Disc,Green Music Disc,Music Disc 13,Music Disc cat,Music Disc blocks,Music Disc chirp,Music Disc far,Music Disc mall,Music Disc
mellohi,Music Disc stal,Music Disc strad,Music Disc ward: 10,1-1,0
Gold Music Disc,Green Music Disc,Music Disc 13,Music Disc cat,Music Disc blocks,Music Disc chirp,Music Disc far,Music Disc mall,Music Disc
mellohi,Music Disc stal,Music Disc strad,Music Disc ward: 10,1-1,0
Golden Apple: 25,1-2,0
Enchanted Golden Apple: 5,1-1,0
Glistering Melon,Golden Carrot: 10,1-5,0
Diamond: 40,1-10,0
Pumpkin Seeds: 15,1-1,0
Melon Seeds: 15,1-1,0
Carrot: 20,1-5,0
Potato: 20,1-5,0
Gold Ingot: 40,1-10,0
Iron Ingot: 40,1-10,0
Clay Brick: 40,1-20,0
Saddle: 25,1-1,0
Clock: 25,1-1,0
Ink Sac: 8,1-10,0
Rose Red: 8,1-10,0
Cactus Green: 8,1-10,0
Cocoa Beans: 8,1-10,0
Lapis Lazuli: 8,1-10,0
Purple Dye: 8,1-10,0
Cyan Dye: 8,1-10,0
Light Gray Dye: 8,1-10,0
Gray Dye: 8,1-10,0
Pink Dye: 8,1-10,0
Lime Dye: 8,1-10,0
Dandelion Yellow: 8,1-10,0
Light Blue Dye: 8,1-10,0
Magenta Dye: 8,1-10,0
Orange Dye: 8,1-10,0
Bone Meal: 8,1-10,0
Ender Pearl: 25,1-2,0
Diamond Sword: 25,1-1,0
Diamond Shovel: 25,1-1,0
Diamond Pickaxe: 25,1-1,0
Diamond Axe: 25,1-1,0
Diamond Helmet: 15,1-1,0
Diamond Chestplate: 15,1-1,0
Diamond Leggings: 15,1-1,0
Diamond Boots: 15,1-1,0
Bow,Iron Sword,Diamond Sword,Gold Sword,Iron Axe,Diamond Axe,Gold Axe,Iron Pickaxe,Diamond Pickaxe,Gold Pickaxe,Iron Shovel,Diamond
Shovel,Gold Shovel: 65,1,level*4
Iron Helmet,Diamond Helmet,Gold Helmet,Iron Chestplate,Diamond Chestplate,Gold Chestplate,Iron Leggings,Diamond Leggings,Gold
Leggings,Iron Boots,Diamond Boots,Gold Boots: 65,1,level*4
Spawn Bat: 10,1-2,0
Spawn Blaze: 10,1-2,0
Spawn Cave Spider: 10,1-2,0
Spawn Chicken: 10,1-2,0
Spawn Cow: 10,1-2,0
Spawn Creeper: 10,1-2,0
Spawn Enderman: 10,1-2,0
Spawn Ghast: 10,1-2,0
Spawn Magma Cube: 10,1-2,0
Spawn Mooshroom: 10,1-2,0
Spawn Pig Zombie: 10,1-2,0
Spawn Ocelot: 10,1-2,0
Spawn Pig: 10,1-2,0
Spawn Skeleton: 10,1-2,0
Spawn Sheep: 10,1-2,0
Spawn Silverfish: 10,1-2,0
Spawn Slime: 10,1-2,0
Spawn Spider: 10,1-2,0
Spawn Squid: 10,1-2,0
Spawn Villager: 10,1-2,0
Spawn Witch: 10,1-2,0
Spawn Wolf: 10,1-2,0
Spawn Zombie: 10,1-2,0
Bottle o' Enchanting: 30,1-5,0
Emerald: 30,1-5,0
magic_Fortune Cookie:10,1-2,0
magic_Smitten,magic_Ulfberht,magic_Durendal,magic_Caladbolg,magic_Dyrnwyn,magic_Excalibur,magic_Fragarach,magic_Gram,magic_Harpe,magic_Kus
anagi,magic_Skofnung,magic_Tyrfing: 20,1,0
magic_Marlin Saber:1,1,0
magic_Flame Armour:1,1,0
Potion of Regeneration II,Splash Potion of Regeneration II,Potion of Swiftness II,Splash Potion of Swiftness II,Potion of Healing
II,Splash Potion of Healing II,Potion of Strength II,Splash Potion of Strength II,Extended Potion of Night Vision,Extended Potion of
Invisibility: 50,1,0
Written Book: 25,1-2,0
Skeleton Skull: 90,1,0
Essence Bag: 8,1,0
This is cool! Currently, the code doesn't allow for modded blocks to easily appear in the dungeons. It's open source though and I've made Pam's mods blocks appear by editing the Python program from GitHub but I don't know a good way to make that stuff in the main program without messing up the program for other people...
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
You can specify this using the 'offset' setting in the configuration file. Provide the co-ordinates for the North-West corner of the dungeon. See default.cfg for more information.
I committed a fix to the development version that may fix your issue. It's a bit of a stab in the dark.
It looks like you may be running the .exe, not the launcher file. Try running the lancher.bat in the uppermost directory (the one with the README.txt file) and see what happens. To leanr how to properly run the .exe file, read the README.txt file, it will explain more.
If I understand you correctly, you actually can set walls/floors/ceilings to modded blocks. If you open your config file you will find lines that say something like this:Change those values to ANYTHING in the items.txt file and your walls/floors/etc will be made of whatever you decide. You can have a dungeon made of wood planks, quartz, red stone torches, or anything from another mode that you put in the items.txt file. Have fun!Sorry, I just ran a few tests and I can't get it to create dungeons out of anything but vanilla blocks. I may spend some time on this. Thanks!
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
If you are unfamilar with the command line, run launcher instead.
I'm afraid this is quite unlikely as the software currently stands, due to the way material selection works. It's possible that something could be done about this in the future, but I wouldn't hold your breath.
In the meantime, you can change the ID numbers of various building materials in items.txt - to subsitute blocks of that ID when they are generated. For example you could switch all instances of cobble to a mod block of your choice by changing the ID of cobble.
The other option is to edit the code directly. You can start in materials.py
thanks
Explicit language warning. Also, I cry like a little girl.
Some background: Currently, I'm doing a 4-8/4-8/1-8/-1/-1 generation on a 10,000x10,000 block map with all custom biomes (over 300 custom biomes and 1,000 custom BO2s like trees, etc). The generation radius was large enough to encompass the entire map (which would be 390,625 chunks total). Actually, as a test, I'm doing 2 different generations on a copy of the the same map. One is on a Windows 7 VM while one is on an Ubuntu 12 server VM (both 4 cores, 8gb of RAM ... I have my own VMWare cluster in my basement). Both were started within 5 minutes of the other, they are running the exact same settings, and the VMs are doing nothing other than rendering dungeons.
Question: Is there a reliable way to get a general idea of how far along the job is? Although I may be totally wrong, I'm comparing the number of region files in the map directory to the temporary directory. There are ~450 region files in the map directory, so my assumption is that if there are, say, 337 files in the temporary directory, then it would be 75% done ... barring doing the relighting). If that is any indication, then interestingly enough, the Ubuntu VM is out ahead of the Windows VM in amount done. However, both seemed to have slowed to a crawl, only adding a couple of region files to the temporary directory an hour.
1. A log file with timestamps: Although I can tell the program is working, the time between the dungeon generations are getting longer and longer. It's only placing a couple of them per hour now, and I won't have any log file to check on now or afterwards. I think a log file would be great for checking afterwards, especially if you're going to have ... I dunno how many dungeons. Also, I could tail the log file, or just check the timestamps in terminal.
2. An option to stop the process and start again. This may not even be possible to save your progress, but it would be nice for very long renders such as this one. I do realize I could have probably done this in "bands" of radius sections ... 0-10, 10-20, etc.
3. Output to File: This is sort of with #1 but if you're listing dungeons, it would be nice to output it to file. I can still do it by piping to clip, but it's just an idea.
Once I finish, I'll be doing hires Dynmaps both flat and iso, and will gladly post them. In fact, if you'd like to see the current flat render of the map, you can see it at http://mc.shardsofariana.com:8123 and the map name is Spirit-New
As Always,
VintageDon
MCDungeon is, unfortunately, single threaded. Your multiple cores won't help, but memory will!
Well, it goes through several stages, and should be giving you some progress to stdout. if it's still generating files in the temp directory, then I suppose it's still in the chunk/dungeon scanning stages?
With a large number of chunks like that it will slow down as memory is consumed and the heap gets garbage collected. How is memory on these machines? Are they swapping to disk yet?
A good suggestion. Feel free to file a feature quest!
This would take some work, though not impossible. It might be as simple as just calling relight and save after each dungeon. The scanning stages cache their data. When you run again they will only re-scan changed chunks.
But there is currently no way to stop and save dungeons generated so far and then pick up later. The only way to emulate that would be to generate a fixed number of dungeons each run until you run out. ie: use "25" or something instead of "-1" for the number of dungeons and just keep running mcdungeon over and over until it stops placing dungeons. The only side effect of doing it this way will be that dungeons may get placed in clusters rather then evenly distributed if you have maximize_distance set to True. It will end up looking more like False.
Not totally clean, but:
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Thanks for the quick reply, and I'll definitely do the feature request for the line numbers.
Got up this morning, and the Windows VM had bombed out with an error. Remember both VMs are fresh OS installs without anything else on them, not even Minecraft, so I'm not sure where this one came from:
Anyway, that's the end of the Windows generation. We'll see where the Ubuntu generation takes us.
Both VMs I gave 8GB of memory. As I have 128GB of memory on the cluster, memory wasn't an issue, so I figured I'd let them have enough to play with. On both machines, I never saw McDungeon get over 1.5GB of memory usage. The Ubuntu machine is at:
Thanks, and I'll keep you apprised as to how it goes.
As Always,
Vint
Love the look of this map! Is this a custom one, or would you be willing to share it?
Thanks for the compliment. Yes, it's a custom map. It's done completely with TerrainControl on "from image" mode, and it's all custom biomes. In fact, there's not a single "normal" biome on the map. Unfortunately, I couldn't share this one as it's part of a five-world server (all the worlds will be custom) that will be going public in a couple of weeks. Well ... whenever MCDungeon finishes placing dungeons
Since one of my instances died, just to have a couple of backups, I've created two additional VMs, both 8GB with 2 cores, and started renders on both of them with slightly different settings. I'll keep you updated, and we'll see how long it takes.
Finally finished all three renders: a world with 250 dungeons, 500 and 1,000, to compare density and choose a good one for the world. It ended up being right in the middle, and I chose the 500, which gave plenty of dungeons, but kept them spread out enough that they aren't on top of one another, and make it feel more like a ruined or abandoned world.
Actually ended up using three Amazon EC2 instances (one for each render), and they took 2, 3, and 4 days, respectively. The 250 and 500 I ran on the Small instances (.06/hour), while the 500, I ran on a Medium instance (.12/hour).
You can see the final result at http://map.shardsofariana.com ... the map is a custom map with 384 custom biomes, and I was really pleased with the placement and integration with the landscape. Kudos for the awesome plugin; we're enjoying it already.
http://map.shardsofariana.com/#/2778/64/-719/-1/0/0
this one looks ominous:
http://map.shardsofariana.com/#/3311/64/2765/-1/0/0
A light house:
http://map.shardsofariana.com/#/4757/64/775/-1/0/0
I've already implemented the ability to stop a render and pick up where you left off in the dev branch.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
You can see it here.