I used the worldborder plugins /fill command to generate the chunks. I see if that option works.
EDIT: Seems to be working now. Although it is throwing errors for the Filling in caves options. I guess I don't need that.
Yes, there is a known issue with world's generated with worldborder's /fill function. MCDungeon doesn't generate on areas that haven't yet been populated (to avoid crashes with incomplete areas.) WorldBorder doesn't set the populated flag. There's pretty much nothing we can do about this, but use_incomplete_chunks will serve as a workaround.
Yes, there is a known issue with world's generated with worldborder's /fill function. MCDungeon doesn't generate on areas that haven't yet been populated (to avoid crashes with incomplete areas.) WorldBorder doesn't set the populated flag. There's pretty much nothing we can do about this, but use_incomplete_chunks will serve as a workaround.
Which tool do you recommend to use for generating the world?
For some reason, I cannot figure out how to render the maps in .html AFTER I have already created the maps. I have tried setting the --html <htmlpath> with each launch of ./mcdungeon, but I just get errors (e.g. ./mcdungeon --html <htmlpath> interactive <path to world> or ./mcdungeon interactive <pathtoworld> --html <htmlpath>)
Can you generate the html files AFTER the maps have been created?
For some reason, I cannot figure out how to render the maps in .html AFTER I have already created the maps. I have tried setting the --html <htmlpath> with each launch of ./mcdungeon, but I just get errors (e.g. ./mcdungeon --html <htmlpath> interactive <path to world> or ./mcdungeon interactive <pathtoworld> --html <htmlpath>)
Can you generate the html files AFTER the maps have been created?
You can't generate maps in a separate operation from generating the actual dungeon. But I think if you choose to regenerate the existing dungeons along with the --html option you'll get the maps. The correct syntax would be:
Just a quick note to anyone still watching: you probably shouldn't attempt to use the current release with Minecraft 1.12. Instead use the development version if you can, or hold off for a release if you can't.
Well, depth wise, you can't go more than about 8-9 levels in a normal map. If you want to go deeper, you need a custom map or map generator that puts ground level really high. A rule of thumb is that each level is 6 blocks tall, and the lowest level needs 12 blocks.
Length and width aren't really limited as long as it all fits in your map (and you have enough memory). Getting a large enough area that doesn't have any obstructions (oceans, deep rivers, deep caves that open at the surface) can be a challenge. Going with large biomes, or again a custom generator that will produce a large usable area can help.
Amending my post on Wednesday, September 20, 2017. 6 days after I originally had written this thank you.
First, I've been lurking the forums since 2011. I finally created an account 2 years ago―time flies―to comment on MCDungeon and ask questions. MCDungeon is pretty much the only thing I've ever commented on here.
Minecraft Land Generator is what I had previously used to generate chunks. This last go around, I just expanded my map organically as I played and waited for v0.18.0 to be released.
You can run and re-run MCDungeon as needed. Just be sure to reconfig the minimum distance of chunks so that you aren't over-populating a central area of your map. Running a MCDungeon a few times with different configs is also a good way to mix up the dungeons a bit more. I will typically run 4 or 5 passes with different configs. Things like increasing the heights of towers a bit or using a config with a bit more difficulty or great range of levels helps to randomize the MCDungeon experience. I feel like by doing this, I'm able to achieve a good mix of dungeons.
Now, for a few compliments. Again, thank you for creating this. What a fantastic tool. I don't like using mods beyond Optifine. I used to use Forge (and modloader) back in the day when modding was much more complex. However, in the last few years of Minecrafting, I've stuck with vanilla. At some point, I got tired of the upgrade cycle. New version from Mojang. Wait for Optifine. Wait for Forge. Wait for updated mods. (Or optionally just stick with a particular version.) My preference is to play the latest and greatest without playing the waiting game beyond Optifine, so that's why I play vanilla.
That's also why MCDungeon is perfect for me as opposed to a Forge mod. I love that I can custom configure and create the experience I want. I love that I have a variety of options. I love that the dungeons can be varied. I love the built-in variables and included lore elements even if I were to only run the standard config. I love this program.
When I first started playing Minecraft, it was a strict survival horror building game. At some point, probably beta 1.8, Minecraft started including elements borrowed from TES. Which is fantastic. I love TES games. Levels. Enchantments... All of it. So, that's how I now tend to play. Like Minecraft is a CRPG.
With this fantastic tool, I can use procedural generation to create complex dungeons complete with shops and artifacts... Which makes Minecraft even more like a TES game. Dungeon crawling with the family in Minecraft is epic.
I'm not sure how popular MCDungeon actually is, but man, if you play survival, you should be using this tool.
Closing up the compliments, I must also add that MCDungeon is fast. Much faster than I would have expected. And despite having a command line interface, could not be any easier to use.
lol if you use the tinkers constructs mod some of the dungeons can be exploited like crazy. i got one with the castle doors that rise up and down made from iron bars. i can just mine the bars gone press a button and whamo new bars to mine :P.
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any animal on a druids shoulder is his family, the land under his feet his home
With this fantastic tool, I can use procedural generation to create complex dungeons complete with shops and artifacts... Which makes Minecraft even more like a TES game. Dungeon crawling with the family in Minecraft is epic.
I'm not sure how popular MCDungeon actually is, but man, if you play survival, you should be using this tool.
I'm stoked that you like shops, it was my favourite feature to implement.
We occasionally get people posting issues etc. suggesting that it does have some active users. I'm biased, but I think it should be way more popular than it is. If MCDungeon had an active community supporting it with custom configurations etc, who knows?
lol if you use the tinkers constructs mod some of the dungeons can be exploited like crazy. i got one with the castle doors that rise up and down made from iron bars. i can just mine the bars gone press a button and whamo new bars to mine :P.
Well, yeah - the default configurations are balanced for vanilla. You could always alter the configuration to make it harder!
quick question how do you make such gates? i want to make a wall around a small town i'm building from the a colonies mod and i want to put a gate in it.
Rollback Post to RevisionRollBack
any animal on a druids shoulder is his family, the land under his feet his home
quick question how do you make such gates? i want to make a wall around a small town i'm building from the a colonies mod and i want to put a gate in it.
It's all just cheating with command blocks. Load up a map in creative and dissect it.
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
First, I want to say to Eggplant and Jifish thank you for creating such an awesome tool! I have loved putting these in my single player worlds for the last year and a half. Thank you!
Edit: I found the problem on my own. It was a server setting. Thanks again for a great tool.
However, I am running into a problem and forgive me for not going through all 106 pages to see if this problem was already acknowledged (I did read all the documentation sections and was unable to find an answer, maybe I missed it).
I have generated a few dunegons on my server and everything is perfect except command blocks. They dont do anything. I know this is 100% on my end so should the command blocks work on servers or do I need to change a setting for my server to get them to work?
Question, Will modded items spawn in chests generated? I would like to use this tool to generate custom dungeons for an eventual modded server that I’m creating.
Question, Will modded items spawn in chests generated? I would like to use this tool to generate custom dungeons for an eventual modded server that I’m creating.
Yes, but only if you create your own configuration first. Add the IDs of the items you want to appear in `items.txt` then add those items to the loot tables in the configuration (the section is called `[tier]` near the end.)
I used the worldborder plugins /fill command to generate the chunks. I see if that option works.
EDIT: Seems to be working now. Although it is throwing errors for the Filling in caves options. I guess I don't need that.
Yes, there is a known issue with world's generated with worldborder's /fill function. MCDungeon doesn't generate on areas that haven't yet been populated (to avoid crashes with incomplete areas.) WorldBorder doesn't set the populated flag. There's pretty much nothing we can do about this, but use_incomplete_chunks will serve as a workaround.
you
Which tool do you recommend to use for generating the world?
For some reason, I cannot figure out how to render the maps in .html AFTER I have already created the maps. I have tried setting the --html <htmlpath> with each launch of ./mcdungeon, but I just get errors (e.g. ./mcdungeon --html <htmlpath> interactive <path to world> or ./mcdungeon interactive <pathtoworld> --html <htmlpath>)
Can you generate the html files AFTER the maps have been created?
You can't generate maps in a separate operation from generating the actual dungeon. But I think if you choose to regenerate the existing dungeons along with the --html option you'll get the maps. The correct syntax would be:
And then use the interactive menus as normal.
Just a quick note to anyone still watching: you probably shouldn't attempt to use the current release with Minecraft 1.12. Instead use the development version if you can, or hold off for a release if you can't.
I'm still watching. Thank you for the heads up. I was just about to run v0.17.1 on my 1.12 map. [thumbs up emoji]
Sorry for the lateness. v0.18.0 release!
No OSX build for the moment. Hopefully soon. I highly recommend folks use Python anyway.
https://github.com/orphu/mcdungeon/releases/tag/v0.18.0
!! NOTE: This version requires Minecraft 1.12 release or higher!
!! NOTE: MCDungeon Python now requires pyyaml and nbt2yaml python modules.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Eggplant - thank you for this wonderful update.
I'd like to make the largest dungeon possible for a server contest...any tips?
Well, depth wise, you can't go more than about 8-9 levels in a normal map. If you want to go deeper, you need a custom map or map generator that puts ground level really high. A rule of thumb is that each level is 6 blocks tall, and the lowest level needs 12 blocks.
Length and width aren't really limited as long as it all fits in your map (and you have enough memory). Getting a large enough area that doesn't have any obstructions (oceans, deep rivers, deep caves that open at the surface) can be a challenge. Going with large biomes, or again a custom generator that will produce a large usable area can help.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
i've been able to get 14 x14 x9 on a superflat but its hard to get bigger than that
Thank you for the new release.
Amending my post on Wednesday, September 20, 2017. 6 days after I originally had written this thank you.
First, I've been lurking the forums since 2011. I finally created an account 2 years ago―time flies―to comment on MCDungeon and ask questions. MCDungeon is pretty much the only thing I've ever commented on here.
Minecraft Land Generator is what I had previously used to generate chunks. This last go around, I just expanded my map organically as I played and waited for v0.18.0 to be released.
You can run and re-run MCDungeon as needed. Just be sure to reconfig the minimum distance of chunks so that you aren't over-populating a central area of your map. Running a MCDungeon a few times with different configs is also a good way to mix up the dungeons a bit more. I will typically run 4 or 5 passes with different configs. Things like increasing the heights of towers a bit or using a config with a bit more difficulty or great range of levels helps to randomize the MCDungeon experience. I feel like by doing this, I'm able to achieve a good mix of dungeons.
Now, for a few compliments. Again, thank you for creating this. What a fantastic tool. I don't like using mods beyond Optifine. I used to use Forge (and modloader) back in the day when modding was much more complex. However, in the last few years of Minecrafting, I've stuck with vanilla. At some point, I got tired of the upgrade cycle. New version from Mojang. Wait for Optifine. Wait for Forge. Wait for updated mods. (Or optionally just stick with a particular version.) My preference is to play the latest and greatest without playing the waiting game beyond Optifine, so that's why I play vanilla.
That's also why MCDungeon is perfect for me as opposed to a Forge mod. I love that I can custom configure and create the experience I want. I love that I have a variety of options. I love that the dungeons can be varied. I love the built-in variables and included lore elements even if I were to only run the standard config. I love this program.
When I first started playing Minecraft, it was a strict survival horror building game. At some point, probably beta 1.8, Minecraft started including elements borrowed from TES. Which is fantastic. I love TES games. Levels. Enchantments... All of it. So, that's how I now tend to play. Like Minecraft is a CRPG.
With this fantastic tool, I can use procedural generation to create complex dungeons complete with shops and artifacts... Which makes Minecraft even more like a TES game. Dungeon crawling with the family in Minecraft is epic.
I'm not sure how popular MCDungeon actually is, but man, if you play survival, you should be using this tool.
Closing up the compliments, I must also add that MCDungeon is fast. Much faster than I would have expected. And despite having a command line interface, could not be any easier to use.
10/10. A must have.
lol if you use the tinkers constructs mod some of the dungeons can be exploited like crazy. i got one with the castle doors that rise up and down made from iron bars. i can just mine the bars gone press a button and whamo new bars to mine :P.
I'm stoked that you like shops, it was my favourite feature to implement.
We occasionally get people posting issues etc. suggesting that it does have some active users. I'm biased, but I think it should be way more popular than it is. If MCDungeon had an active community supporting it with custom configurations etc, who knows?
Well, yeah - the default configurations are balanced for vanilla. You could always alter the configuration to make it harder!
quick question how do you make such gates? i want to make a wall around a small town i'm building from the a colonies mod and i want to put a gate in it.
It's all just cheating with command blocks. Load up a map in creative and dissect it.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
First, I want to say to Eggplant and Jifish thank you for creating such an awesome tool! I have loved putting these in my single player worlds for the last year and a half. Thank you!
Edit: I found the problem on my own. It was a server setting. Thanks again for a great tool.
However, I am running into a problem and forgive me for not going through all 106 pages to see if this problem was already acknowledged (I did read all the documentation sections and was unable to find an answer, maybe I missed it).
I have generated a few dunegons on my server and everything is perfect except command blocks. They dont do anything. I know this is 100% on my end so should the command blocks work on servers or do I need to change a setting for my server to get them to work?
Glad you figured it out!
Fair point though, I think we should make it more obvious in the docs that command blocks ON is a requirement.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Question, Will modded items spawn in chests generated? I would like to use this tool to generate custom dungeons for an eventual modded server that I’m creating.
Yes, but only if you create your own configuration first. Add the IDs of the items you want to appear in `items.txt` then add those items to the loot tables in the configuration (the section is called `[tier]` near the end.)
Here's a link to the relevant bit of the documentation: http://mcdungeon.readthedocs.io/en/latest/configuration/#tier-loot-tables