Okay If got a question.
If I build a map on singleplayer with this mod....is it possible that I would be able to transfer the map over to smp without there being any problems?
Okay If got a question.
If I build a map on singleplayer with this mod....is it possible that I would be able to transfer the map over to smp without there being any problems?
Yes! Just copy the map files.
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
Great tool, works perfectly fine, treasures are great, not overpowered nor disappointing. My only addition would be changing leather armor in the chests into chainmail.
You can do this. You can customize all of the treasure. Open and edit the config files in the "configs" folder. Scroll down the the loot tables section. The items are called:
This is my Primordial desert map with over 3000 dungeons from mcdungeon. It's not perfect as dungeons are all the same and I feel you won't like the loot as it was configured to my taste.
The config files don't include the new room types. Certainly, it would not be a good idea to have huge caverns in a maze config, but for other dungeons it sounds like a great idea :smile.gif: Also, no NaturalCavern in a Hard config, I think :smile.gif:
The items list is missing shears, maps, and pistons. Leaving maps out seems like a good idea given they have to have a unique ID (and you cannot set them to show a different dungeon locations, darn it!). Not sure how relevant the Piston entry would be.
Actually, you don't have Powered Rails or Detector Rails either. Since my guys are mad for minecart subways, I added them to items.txt :smile.gif:
If you wanted to include maps (and assuming no one had created any) can you do something like this in items.txt:
That is for an easy mode dungeon so there is a chance the caverns or chasms can connect with the natural caves on the map. Should be great.
Hmmm... how about a room with an iron door at one end and a wooden pressure plate. Explorers have to leave something on the plate to get through, and the door will obviously slam shut after 5 minutes. And sometimes the pressure plate just triggers an explosion or a pit trap. Or maybe a lava trap. Mwahahahaha. Obviously, the iron door works better on an "end room" where the explorers do not have to come back up out of the room on the way back out!
You mean 0.3.0-dev though. I know the .zip file says 2.3, but the code says 0.3.0-dev.
The config files don't include the new room types. Certainly, it would not be a good idea to have huge caverns in a maze config, but for other dungeons it sounds like a great idea :smile.gif: Also, no NaturalCavern in a Hard config, I think :smile.gif:
You probably just barely missed it. I've since added the new caverns to all the default configs on github a couple days ago and added a new one called "caverns"
The items list is missing shears, maps, and pistons. Leaving maps out seems like a good idea given they have to have a unique ID (and you cannot set them to show a different dungeon locations, darn it!). Not sure how relevant the Piston entry would be.
Actually, you don't have Powered Rails or Detector Rails either. Since my guys are mad for minecart subways, I added them to items.txt :smile.gif:
If you wanted to include maps (and assuming no one had created any) can you do something like this in items.txt:
Thanks! I'll add the missing items. Your github issue number is: 34
:wink.gif:
I am working on a new config using the rooms as follows (assuming I have the keywords right):
Well, you should really leave out the small caverns and add the large ones. I'll explain in detail why this is in the wiki before release. This is the current easy mode config in github:
Hmmm... how about a room with an iron door at one end and a wooden pressure plate. Explorers have to leave something on the plate to get through, and the door will obviously slam shut after 5 minutes. And sometimes the pressure plate just triggers an explosion or a pit trap. Or maybe a lava trap. Mwahahahaha. Obviously, the iron door works better on an "end room" where the explorers do not have to come back up out of the room on the way back out!
Neat!
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
You mean 0.3.0-dev though. I know the .zip file says 2.3, but the code says 0.3.0-dev.
I downloaded the windows version that was labeled 2.3 from the wiki earlier today, about 2.5 hours ago according to the timestamps on the files :smile.gif:
Thanks! I'll add the missing items. Your github issue number is: 34
Thanks :smile.gif:
I have run into a problem while trying to get it all working... I added Powered rails to the items config and I added the item to the loot tables for tier 4, I got the following error:
Which turned out to be the fact that I had the room keywords wrong (apparently, since once I fixed them it ran). That is a fairly confusing error message, though!
Well, you should really leave out the small caverns and add the large ones. I'll explain in detail why this is in the wiki before release. This is the current easy mode config in github:
Which turned out to be the fact that I had the room keywords wrong (apparently, since once I fixed them it ran). That is a fairly confusing error message, though!
Spoke too soon.
First of all, I had apparently forgotten to save the damn file, since the output now shows 235 items. So that was entirely MY fault. Sorry about that.
However, although mcdungeon started to run, it failed:
C:\[Path deleted]>mcdungeon.exe -n 5 -c bk.cfg --html test1 LostWorld 5-7 4-8 5-7
Reading items database: items.txt ...
Loaded 235 items.
Reading config from configs\bk.cfg ...
Reading loot tables...
WARN: HTML option is ignored when generating multiple dungeons.
Loaded world: LostWorld (3021 chunks)
MCDungeon 0.2.3 startup complete.
Searching for a suitable location...
Dungeon size: 5 x 6 x 7
World bounds: (-576, -608) to (336, 672)
World chunks: (-36, -38) to (21, 42)
Spawn point: (-27, 64, 91)
Spawn chunk: (-2, 5)
Minimum distance from spawn: 7 chunks
Maximum distance from spawn: 20 chunks
Bounds and chunk check...
Found 640 possible locations.
Depth check...
Minimum depth: 48 blocks
Found 613 possible locations.
Distance check...
Found 613 possible locations.
Final location: (96, 55, 64)
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Generating rooms...
Entrance: (5,0,2)
Exit: (0,6,1)
Generating halls...
Generating floors...
Generating features...
Generating ruins...
Extending the entrance to the surface...
World coord: (176,55,47)
Base height: 57
New height: 72
Rendering rooms...
Traceback (most recent call last):
File "<string>", line 377, in <module>
File "mcdungeon-build\build\pyi.win32\mcdungeon\outPYZ1.pyz/dungeon", line 743
, in renderrooms
File "mcdungeon-build\build\pyi.win32\mcdungeon\outPYZ1.pyz/rooms", line 639,
in render
AttributeError: 'NoneType' object has no attribute 'size'
This is on Win7 Pro (64bit) working on a map that was originally generated with MC 1.5, but has been used with MC 1.7.2. I am using MC stand-alone for Windows, version 0.2.3 :smile.gif:
My config file
# MCDungeon configuration file
#
# This prodiuce maps that are even easier than the default. Simpler maze
# layouts, fewer monsters, more light, and more loot.
#
[dungeon]
loops: 10
min_dist: 7
max_dist: 20
maximize_distance: True
offset:
tower: 2.0
tower_ruin: 70
ruin_ruins: True
doors: 15
portcullises: 25
portcullis_closed: 5
portcullis_web: 10
torches_top: 70
torches_bottom: 20
torches_position: 3
chests: 1.0
spawners: 2.0
arrow_traps: 3
arrow_trap_defects: 20
skeleton_balconies: 40
sand_traps: 30
hard_mode: false
wall: Cobblestone
ceiling: Cobblestone
floor: Stone
subfloor: Bedrock
mvportal:
Hmmm.. okay, well, the cavern rooms only work in 0.3.0-dev. 0.2.3 doesn't have them. Setting them in your config will probably just generate "Blank" rooms instead.
I think you must be looking at the upcoming v0.3.0 changes in the github change log, but running v0.2.3. Take a close look at the section headers in the CHANGELOG file.
The error you got may actually be because of the unknown room types. "Blank" type rooms actually break the algorithm, which is why they were removed in the next version.
EDIT: I've updated to link in the wiki to be the change log for the current release version instead of the dev version to avoid this confusion.
Hmmm.. okay, well, the cavern rooms only work in 0.3.0-dev. 0.2.3 doesn't have them. Setting them in your config will probably just generate "Blank" rooms instead.
<..snip..>
EDIT: I've updated to link in the wiki to be the change log for the current release version instead of the dev version to avoid this confusion.
Thank you, that would be a big help :smile.gif: I commented out the new rooms until you release 0.3.0
Now mcdungone successfully ran (did not write at this point, as I am still testing the config), but the html output shows the entrance tower has NO connecting corridors, and the stairs down to the next level was only connected to a couple of rooms!
Since you mentioned "blank is bad" I reduced the chance of blank halls to 0 and that fixed that problem :smile.gif:
Really need to update the wiki with descriptions of the room and hall descriptions mean and put big red letters on the entries for Blank that say DO NOT USE :smile.gif:
Really need to update the wiki with descriptions of the room and hall descriptions mean and put big red letters on the entries for Blank that say DO NOT USE :smile.gif:
Yeah, definitely. Sorry for the confusion. The wiki is a work in progress and one of my release goals for v0.3.0 is to have it complete.
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
Would it be possible to implement user generated Rooms / Traps / Portcullises / Stairways read from a text file or from a script?
I've got plans to implement user generated rooms, but I have a lot of details to work out. It won't be in the next version, but there is a plan. If you're at all familiar with the way Angband handles user defined vaults, it will be something like that.
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
this is way to complicated for me to use... i am a typical mac user :tongue.gif:
is there any in depth tutorials to see how to actually generate these?
Absolutely Excellent thing you have going here sir! I also use MACE(which is the city generator), I am afraid to use this on a city generated by that because I am not sure what the results would be, although it would be cool if it generated a dungeon outside the city somewhere. I could just imagine having the pre-built city as my fortress, where I go to rest in between exploring your awesome dungeons!
Probably because you didn't pass it any parameters? This is a command line application. Try this:
Then try:
Then you can start doing fancy things if you want. Read the help text, and the README. And the wiki.
EDIT: I've added a quick start article to the wiki:
http://mcdungeon.wikkii.com/wiki/Quick_Start
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I hang out on a couple of channels on EsperNet. I'm sitting in #bukkit and #mcdungeon right now.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
If I build a map on singleplayer with this mod....is it possible that I would be able to transfer the map over to smp without there being any problems?
Abandon all hope ye who enter here.Yes! Just copy the map files.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
You can do this. You can customize all of the treasure. Open and edit the config files in the "configs" folder. Scroll down the the loot tables section. The items are called:
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
File: [/url]http://www.megaupload.com/?d=1QY6123H
Thanks for mcdungeon
If you wanted to include maps (and assuming no one had created any) can you do something like this in items.txt:
I am working on a new config using the rooms as follows (assuming I have the keywords right):
That is for an easy mode dungeon so there is a chance the caverns or chasms can connect with the natural caves on the map. Should be great.
Hmmm... how about a room with an iron door at one end and a wooden pressure plate. Explorers have to leave something on the plate to get through, and the door will obviously slam shut after 5 minutes. And sometimes the pressure plate just triggers an explosion or a pit trap. Or maybe a lava trap. Mwahahahaha. Obviously, the iron door works better on an "end room" where the explorers do not have to come back up out of the room on the way back out!
Nice! I always appreciate the feedback.
You mean 0.3.0-dev though. I know the .zip file says 2.3, but the code says 0.3.0-dev.
You probably just barely missed it. I've since added the new caverns to all the default configs on github a couple days ago and added a new one called "caverns"
Thanks! I'll add the missing items. Your github issue number is: 34
:wink.gif:
Well, you should really leave out the small caverns and add the large ones. I'll explain in detail why this is in the wiki before release. This is the current easy mode config in github:
Neat!
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I downloaded the windows version that was labeled 2.3 from the wiki earlier today, about 2.5 hours ago according to the timestamps on the files :smile.gif:
In fact, checking -v I get:
Thanks :smile.gif:
I have run into a problem while trying to get it all working... I added Powered rails to the items config and I added the item to the loot tables for tier 4, I got the following error:
Which turned out to be the fact that I had the room keywords wrong (apparently, since once I fixed them it ran). That is a fairly confusing error message, though!
Thanks! I will make the changes.
Oh! The release notes called the room "Basicx2x2", so if I get a chance I will edit the wiki.
No "Blank" any more?
Spoke too soon.
First of all, I had apparently forgotten to save the damn file, since the output now shows 235 items. So that was entirely MY fault. Sorry about that.
However, although mcdungeon started to run, it failed:
C:\[Path deleted]>mcdungeon.exe -n 5 -c bk.cfg --html test1 LostWorld 5-7 4-8 5-7
Reading items database: items.txt ...
Loaded 235 items.
Reading config from configs\bk.cfg ...
Reading loot tables...
WARN: HTML option is ignored when generating multiple dungeons.
Loaded world: LostWorld (3021 chunks)
MCDungeon 0.2.3 startup complete.
Searching for a suitable location...
Dungeon size: 5 x 6 x 7
World bounds: (-576, -608) to (336, 672)
World chunks: (-36, -38) to (21, 42)
Spawn point: (-27, 64, 91)
Spawn chunk: (-2, 5)
Minimum distance from spawn: 7 chunks
Maximum distance from spawn: 20 chunks
Bounds and chunk check...
Found 640 possible locations.
Depth check...
Minimum depth: 48 blocks
Found 613 possible locations.
Distance check...
Found 613 possible locations.
Final location: (96, 55, 64)
`````````````````````````````````````````
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``````+++++++++++++++#####+++````````````
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Generating rooms...
Entrance: (5,0,2)
Exit: (0,6,1)
Generating halls...
Generating floors...
Generating features...
Generating ruins...
Extending the entrance to the surface...
World coord: (176,55,47)
Base height: 57
New height: 72
Rendering rooms...
Traceback (most recent call last):
File "<string>", line 377, in <module>
File "mcdungeon-build\build\pyi.win32\mcdungeon\outPYZ1.pyz/dungeon", line 743
, in renderrooms
File "mcdungeon-build\build\pyi.win32\mcdungeon\outPYZ1.pyz/rooms", line 639,
in render
AttributeError: 'NoneType' object has no attribute 'size'
This is on Win7 Pro (64bit) working on a map that was originally generated with MC 1.5, but has been used with MC 1.7.2. I am using MC stand-alone for Windows, version 0.2.3 :smile.gif:
My config file
# MCDungeon configuration file
#
# This prodiuce maps that are even easier than the default. Simpler maze
# layouts, fewer monsters, more light, and more loot.
#
[dungeon]
loops: 10
min_dist: 7
max_dist: 20
maximize_distance: True
offset:
tower: 2.0
tower_ruin: 70
ruin_ruins: True
doors: 15
portcullises: 25
portcullis_closed: 5
portcullis_web: 10
torches_top: 70
torches_bottom: 20
torches_position: 3
chests: 1.0
spawners: 2.0
arrow_traps: 3
arrow_trap_defects: 20
skeleton_balconies: 40
sand_traps: 30
hard_mode: false
wall: Cobblestone
ceiling: Cobblestone
floor: Stone
subfloor: Bedrock
mvportal:
[rooms]
Basic: 40
Basic2x2: 20
Corridor: 40
Circular: 25
Pit: 6
CircularPit: 6
SandstoneCavern: 0
SandstoneCavernLarge: 10
NaturalCavern: 0
NaturalCavernLarge: 10
Cavern: 0
CavernLarge: 20
[halls]
Blank: 2
Single: 2
Double: 4
Triple: 2
Four: 1
Ten: 1
[floors]
Blank: 1
Cobble: 3
BrokenCobble: 3
WoodTile: 1
CheckerRug: 1
BrokenCheckerRug: 2
DoubleSlab: 2
BrokenDoubleSlab: 2
Mud: 1
Sand: 3
[features]
Blank: 25
Columns: 25
Chasm: 5
LavaChasm: 5
River: 10
Pool: 5
[ruins]
Blank: 5
CircularTower: 10
SquareTower: 15
Arches: 1
[mobs]
Creeper: 3
Skeleton: 5
Spider: 5
Zombie: 10
Monster: 2
Slime: 1
PigZombie: 1
Wolf: 0
[tier0]
Torch: 100,5,20
Arrow: 100,5,30
Coal: 25,1,10
Wheat: 20,3,9
Raw Porkchop: 25,1,3
Cooked Porkchop: 15,1,2
Cookie: 20,1,16
Bow: 35,1,1
Stone Sword: 90,1,2
Stone Shovel: 50,1,1
Wooden Pickaxe: 80,1,1
Wooden Axe: 50,1,1
Leather Helmet: 50,1,2
Leather Chestplate: 50,1,2
Leather Leggings: 50,1,2
Leather Boots: 50,1,2
Chainmail Helmet: 10,1,1
Chainmail Chestplate: 10,1,1
Chainmail Leggings: 10,1,1
Chainmail Boots: 10,1,1
[tier1]
Torch: 100,5,20
Arrow: 100,5,10
Compass: 20,1,1
Clay Balls: 25,1,10
Bone: 25,1,8
Wheat: 20,3,9
Raw Porkchop: 40,1,2
Cooked Porkchop: 30,1,1
Cookie: 30,1,16
Pumpkin: 25,1,3
Bow: 10,1,1
Bread: 25,1,1
Apple: 25,1,2
Stone Sword: 50,1,1
Stone Shovel: 50,1,1
Stone Pickaxe: 50,1,1
Stone Axe: 50,1,1
Leather Helmet: 50,1,1
Leather Chestplate: 50,1,1
Leather Leggings: 50,1,1
Leather Boots: 50,1,1
Chainmail Helmet: 10,1,1
Chainmail Chestplate: 10,1,1
Chainmail Leggings: 10,1,1
Chainmail Boots: 10,1,1
[tier2]
Torch: 100,15,40
Arrow: 100,15,20
Raw Porkchop: 33,1,2
Cooked Porkchop: 33,1,2
Cookie: 30,1,16
Brown Mushroom: 25,1,5
Apple: 25,1,1
String: 30,2,10
Feather: 30,1,10
Gunpowder: 20,1,10
Red Mushroom: 25,1,5
Bow: 10,1,1
Iron Ingot: 30,1,10
Flint: 30,1,10
Rose Red: 10,2,10
Cactus Green: 10,1,5
Pink Dye: 10,1,5
Lime Dye: 10,1,5
Dandelion Yellow: 10,2,10
Bone Meal: 10,1,5
Wood: 10,1,3
Shears: 20,1,1
Gold Sword: 25,1,1
Gold Shovel: 20,1,1
Gold Pickaxe: 20,1,1
Gold Axe: 20,1,1
Gold Hoe: 20,1,1
Leather Helmet: 50,1,1
Chainmail Chestplate: 50,1,1
Leather Leggings: 50,1,1
Chainmail Boots: 50,1,1
[tier3]
Torch: 100,15,40
Arrow: 100,15,20
Bread: 25,1,1
Raw Porkchop: 33,1,2
Cooked Porkchop: 33,1,2
Cookie: 50,1,16
Cake: 5,1,1
Apple: 25,1,1
Golden Apple: 5,1,1
String: 30,2,10
Feather: 30,1,10
Gunpowder: 20,1,10
Redwood: 10,1,10
Birch: 10,1,10
Bow: 25,1,1
Fishing Rod: 10,1,1
Iron Ingot: 30,1,10
Flint: 30,1,5
Ink Sac: 10,1,5
Rose Red: 10,1,5
Cactus Green: 10,1,5
Light Gray Dye: 10,2,5
Gray Dye: 10,2,5
Pink Dye: 10,1,5
Lime Dye: 10,1,5
Dandelion Yellow: 10,1,5
Magenta Dye: 10,2,5
Orange Dye: 10,1,5
Water Bucket: 10,1,1
Mushroom Stew: 30,1,1
Iron Sword: 10,1,1
Iron Shovel: 10,1,1
Iron Pickaxe: 10,1,1
Iron Axe: 10,1,1
Iron Hoe: 10,1,1
Chainmail Helmet: 10,1,1
Iron Chestplate: 10,1,1
Chainmail Leggings: 10,1,1
Iron Boots: 10,1,1
[tier4]
Gold Music Disc: 15,1,1
Green Music Disc: 15,1,1
Golden Apple: 25,1,2
Diamond: 50,1,10
Diamond Block: 5,1,1
Gold Ingot: 40,1,10
Gold Block: 5,1,1
Iron Ingot: 40,1,10
Iron Block: 5,1,3
Clay Brick: 40,1,20
Saddle: 25,1,1
Redstone Dust: 25,1,6
Mushroom Stew: 10,1,2
Ink Sac: 10,2,10
Redstone Repeater: 10,1,1
Stone Button: 50,1,2
Note Block: 10,1,1
Cactus Green: 10,1,10
Cocoa Beans: 10,3,15
Lapis Lazuli: 10,2,12
Purple Dye: 10,2,10
Cyan Dye: 10,2,10
Light Gray Dye: 10,2,10
Gray Dye: 10,2,10
Pink Dye: 10,1,10
Lime Dye: 10,1,10
Dandelion Yellow: 10,1,10
Light Blue Dye: 10,2,10
Magenta Dye: 10,2,10
Orange Dye: 10,1,10
Glowstone Dust: 10,1,10
SlimeBall: 20,1,8
Powered Rail: 25,1,8
Detector Rail: 25,1,5
Dispenser: 10,1,1
Ice: 30,1,4
Diamond Sword: 25,1,1
Diamond Shovel: 25,1,1
Diamond Pickaxe: 25,1,1
Diamond Axe: 25,1,1
Diamond Helmet: 25,1,1
Diamond Chestplate: 25,1,1
Diamond Leggings: 25,1,1
Diamond Boots: 25,1,1
Diamond Hoe: 20,1,1
Let me know what I can supply to help.
Hmmm.. okay, well, the cavern rooms only work in 0.3.0-dev. 0.2.3 doesn't have them. Setting them in your config will probably just generate "Blank" rooms instead.
I think you must be looking at the upcoming v0.3.0 changes in the github change log, but running v0.2.3. Take a close look at the section headers in the CHANGELOG file.
The error you got may actually be because of the unknown room types. "Blank" type rooms actually break the algorithm, which is why they were removed in the next version.
EDIT: I've updated to link in the wiki to be the change log for the current release version instead of the dev version to avoid this confusion.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Thank you, that would be a big help :smile.gif: I commented out the new rooms until you release 0.3.0
Now mcdungone successfully ran (did not write at this point, as I am still testing the config), but the html output shows the entrance tower has NO connecting corridors, and the stairs down to the next level was only connected to a couple of rooms!
Since you mentioned "blank is bad" I reduced the chance of blank halls to 0 and that fixed that problem :smile.gif:
Really need to update the wiki with descriptions of the room and hall descriptions mean and put big red letters on the entries for Blank that say DO NOT USE :smile.gif:
Yeah, definitely. Sorry for the confusion. The wiki is a work in progress and one of my release goals for v0.3.0 is to have it complete.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I've got plans to implement user generated rooms, but I have a lot of details to work out. It won't be in the next version, but there is a plan. If you're at all familiar with the way Angband handles user defined vaults, it will be something like that.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Try starting here:
http://mcdungeon.wikkii.com/wiki/Quick_Start
And let me know how it goes.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Nice! Any hints about the new room... some sort of vault or somesuch? Or is that staying secret to avoid spoilers?
Like the new caverns very much.
What Commander Keen Said. :biggrin.gif:
Hrmm... which new room? They are terribly spolierly. :wink.gif:
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a