Yes, well the structure identification isn't perfect, but it is configurable. There's probably a dungeon right under that village now. Check out the structures: option in the config file for details.
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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
Well, I assumed that the surface ruins were indicative of a dungeon underneath, but I was a little put off by the towns being messed up by the surface ruins. The dungeons underneath were great, so the surface thing is more of an aesthetic I guess. I will play around with the structures option as you have suggested and see what happens. Thanks!
Eggplant, have you considered adding torches to the outside of the dungeon perimeter blocks, facing into whatever caverns might exist? If it worked it would be an intermediate step to help minimize wasted spawns without the steep placement requirements of the fill option.
It wouldn't require the space. Maybe I was doing something wrong, but I was disappointed I wasn't able to use the hard mode in my new world even after spending a fair amount of time travelling in all four directions out from spawn and circling around to generate chunks. Eventually I gave up and just made four dungeons nearby, but there are a lot of caverns and mob density inside is quite low (with default config, next time I'll use more_mobs for sure).
I am really enjoying the current version of the generator, though, it's been ages since I used it and the dungeons it makes now are a blast. But I wish it was easier to get filled dungeons, without having to use some additional tool to generate chunks. I was thinking the torches would help with that problem. Granted the end result is a bit unnatural, but would usually be invisible to the player.
I thought you might like to see this video of me and some friends getting totalled by a development version of MCDungeon. I've been playing with the difficulty because we've been finding it too easy, but this time I went too far!
You can also see some of the new features Eggplant and djchrisblue have been working on:
(with default config, next time I'll use more_mobs for sure).
more_mobs.cfg is more types of mobs, not more mobs spawning. The easiest way to get more mobs is to decrease the number of torches and increase spawner density. (Or just use hard_mode.cfg, but switch fill_caves off.)
I've have also been working on an option to super-boost spawner block spawn rates. It's in development and needs some fine tuning, but it works pretty well. (See the video above!)
I'll think on it a bit, but at first blush it seems it wouldn't require much less space than they way hard mode works now. You might be able to save 3-4 blocks around the edges since the light will cover a few more blocks, but that's about it.
I can guarantee that there will me many more options to make harder dungeons without necessarily using the fill option in the next version.
EDIT: Just watched the video. Yeah, three guys fully decked out in enchanted diamond gear bite the dust. o.O
wou.d there be any way of sort of "stealing" bosses from other mods ? Possibly from legendary beasts or better dungeons or maybe even divine rpg ? I dont know how these mods work with "spawning" a boss in the right place.
MCDungeon isn't a mod, so it's not possible for us to add mobs that are not available in vanilla.
However, if you have already have installed a mod and you want to use the mobs from it, that is possible with a bit of tweaking. There are posts earlier in this thread about it.
No, the "current" release version does not support extended blockIDs and the main page says so very clearly. This has been fixed in development. Basically, we're just adding features until 1.5 comes out and then I'll build a new standalone. I'm happy to say the next version has a ton of new stuff, largely thanks to JiFish and djchrisblue.
I expect 1.5 will be out in a couple of weeks or so. If you really can't wait, you can always just install python and run the dev branch from github.The next version already supports all the new mob spawner features through custom spawners. It will ship with some multi-mob spawners, but I don't think JiFish has created any limited ones.
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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
I'm having an issue with MCDungeon only generating dungeons in a small part of the map. At first I thought this was because it was a downloaded map and I hadn't explored it myself, but I've just done a new map and explored a large area. I ran MCDungeon twice - first generating 12 dungeons, the next time doing as many possible, and both times they all spawned in roughly the same location of the map, despite having explored a lot further.
Sounds like you need to increase the max_dist value in your configuration file. Also check maximize_distance is set to True.
Yes, this always seems to be a no-win default setting. If the default sets the generation area too large people complain that they can't find the dungeons. Too close and they complain all the dungeons are in the same place.
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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 should have a compromise of multiple manual entries for dungeon starts - that way when they overlap and wipe out each other or villages, the user is to blame
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"This is my timey wimey detector. Goes ding when there's stuff."
i'm loving this alot but i want to know is there any way to have this make dungeons with moded stuff/use modded stuff in builds? also with the redstone update what can we exspect to see with redstone blocks hopers/dropers and all that?(note main mod i'm hoping for(with zombies and skellys useing it's wepons/ armors is extended crafting bench mostly)
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any animal on a druids shoulder is his family, the land under his feet his home
i'm loving this alot but i want to know is there any way to have this make dungeons with moded stuff/use modded stuff in builds? also with the redstone update what can we exspect to see with redstone blocks hopers/dropers and all that?(note main mod i'm hoping for(with zombies and skellys useing it's wepons/ armors is extended crafting bench mostly)
Howdy--
It's up to you to make the cfg file for modded items. I play with Pam's mods and Ars Magica and have cfg files that includes treasure from those mods if you want. As for 1.2.5... all sorts of interesting things are possible... suggestions are welcome (:
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Works fine for me... But I have rehosted the image for you:
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
I am really enjoying the current version of the generator, though, it's been ages since I used it and the dungeons it makes now are a blast. But I wish it was easier to get filled dungeons, without having to use some additional tool to generate chunks. I was thinking the torches would help with that problem. Granted the end result is a bit unnatural, but would usually be invisible to the player.
You can also see some of the new features Eggplant and djchrisblue have been working on:
I'm not certain about this, but I'm pretty sure the same limitation would apply to placing torches.
more_mobs.cfg is more types of mobs, not more mobs spawning. The easiest way to get more mobs is to decrease the number of torches and increase spawner density. (Or just use hard_mode.cfg, but switch fill_caves off.)
I've have also been working on an option to super-boost spawner block spawn rates. It's in development and needs some fine tuning, but it works pretty well. (See the video above!)
I can guarantee that there will me many more options to make harder dungeons without necessarily using the fill option in the next version.
EDIT: Just watched the video. Yeah, three guys fully decked out in enchanted diamond gear bite the dust. o.O
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
MCDungeon isn't a mod, so it's not possible for us to add mobs that are not available in vanilla.
However, if you have already have installed a mod and you want to use the mobs from it, that is possible with a bit of tweaking. There are posts earlier in this thread about it.
No, the "current" release version does not support extended blockIDs and the main page says so very clearly. This has been fixed in development. Basically, we're just adding features until 1.5 comes out and then I'll build a new standalone. I'm happy to say the next version has a ton of new stuff, largely thanks to JiFish and djchrisblue.
I expect 1.5 will be out in a couple of weeks or so. If you really can't wait, you can always just install python and run the dev branch from github.The next version already supports all the new mob spawner features through custom spawners. It will ship with some multi-mob spawners, but I don't think JiFish has created any limited ones.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Not currently, but that has been implemented and will be in the next version.
Sounds like you need to increase the max_dist value in your configuration file. Also check maximize_distance is set to True.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Howdy--
It's up to you to make the cfg file for modded items. I play with Pam's mods and Ars Magica and have cfg files that includes treasure from those mods if you want. As for 1.2.5... all sorts of interesting things are possible... suggestions are welcome (:
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.