The Meaning of Life, the Universe, and Everything.
Location:
Delaware, USA
Join Date:
6/22/2011
Posts:
53
Minecraft:
crainbramp
Xbox:
vintagedon
Member Details
Eggplant:
Thanks for the quick reply, and that was it. Got those commented out, and am placing 1,000 dungeons now. Will post a link to the map as soon as I have it done.
The ruined pyramids do sound cool; I will stick in a feature request for that one.
Also, as an interesting side note, I am working with the creator of PhatLoots, and he's writing a script to scan a world newly modified with McDungeon, locate each existing chest, and fill it with auto-replenishing PhatLoots on random tiers that replenish with random items. Will let you know how that works out, as I think it would be a cool script to release into the wild.
There does seem to be a bug where the generator will give up early if it tries to bury a dungeon in an area that is too shallow. I noticed all of your dungeons are 8 levels deep. Try making them 7 levels, or give it a range like 6-8. Something it can fall back on if 8 turns out to be too much.
I did a range, from 1-8, and it placed 19 more dungeons. Thanks for the tip!
Cool! You also had fill caves turned on which will spread them out and limit how many can be placed.
I didn't realise that woul d limit the number placed. I assumed it only forced hostile mobs to concentrate more within the Dungeons since there would be less cavern space "outside". Thanks for the tip.
Gonna add the ability to add custom Attributes from 1.6 any time soon? Or are those already added? I didn't see that in the update log.
As eggplant mentioned, it is already possible to create any possible item by creating an nbt file in the items folder. (Including items with attributes.) There is already a bug in for using attributes in magic_items.txt, but I doubt anything will happen with that until Mojang have actually finished implementing them in the game.
WARNING: file already exists but should not: C:\Users\---~1\AppData\Local\Tem
p\_MEI84362\pywintypes27.dll
WARNING: file already exists but should not: C:\Users\---~1\AppData\Local\Tem
p\_MEI84362\pythoncom27.dll
Loaded 561 items.
Loaded 17 dye colors.
Loaded 9 custom potions.
Loaded 60 magic items.
Loaded 17 items from NBT files.
Starting interactive mode!
Your save directory is:
C:\Users\----\AppData\Roaming\.minecraft\saves
Worlds in your save directory:
---
Traceback (most recent call last):
File "", line 448, in
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\encodings.cp437"
, line 12, in encode
UnicodeEncodeError: 'charmap' codec can't encode character u'\xa7' in position 0
: character maps to
Press any key to continue . . .
I didn't realise that woul d limit the number placed. I assumed it only forced hostile mobs to concentrate more within the Dungeons since there would be less cavern space "outside". Thanks for the tip.
Well, it does, but nearby dungeons can also act like caves. It creates a wide margin around each dungeon and fills in any caves to make sure the mobs are spawning into the dungeon you are in, rather than a cave or nearby dungeon.
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
WARNING: file already exists but should not: C:\Users\---~1\AppData\Local\Tem
p\_MEI84362\pywintypes27.dll
WARNING: file already exists but should not: C:\Users\---~1\AppData\Local\Tem
p\_MEI84362\pythoncom27.dll
Loaded 561 items.
Loaded 17 dye colors.
Loaded 9 custom potions.
Loaded 60 magic items.
Loaded 17 items from NBT files.
Starting interactive mode!
Your save directory is:
C:\Users\----\AppData\Roaming\.minecraft\saves
Worlds in your save directory:
---
Traceback (most recent call last):
File "", line 448, in
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\encodings.cp437"
, line 12, in encode
UnicodeEncodeError: 'charmap' codec can't encode character u'\xa7' in position 0
: character maps to
Press any key to continue . . .
Sounds like you have non-English characters in your path names, or your world folder names, and there's only one fix I know of for that: create a new user, make sure they have only English characters in their name, copy your .minecraft folder to the new user profile, and try again as the new user instead.
Well, it does, but nearby dungeons can also act like caves. It creates a wide margin around each dungeon and fills in any caves to make sure the mobs are spawning into the dungeon you are in, rather than a cave or nearby dungeon.
I turned off Fill Caves and got 259 more dungeons into that map, bringing the total to 284!
This map is now truly EPIC! Thanks for the help and pointers!
The Meaning of Life, the Universe, and Everything.
Location:
Delaware, USA
Join Date:
6/22/2011
Posts:
53
Minecraft:
crainbramp
Xbox:
vintagedon
Member Details
Just thought I'd give an update, and just some interesting statistics if anyone else is generating a large world or wants to see the results of a large placement.
Generation of dungeons is going pretty well on the world, although slow, as I'm placing 1,000 dungeons on a world that is around 450,000 chunks (10,000x10,000 blocks pregenerated). It ran for approximately 36 hours, and managed to place around 500 dungeons, and then hung on a "too shallow to place" issue. So I stopped it, tar.gz'ed the world from my render server and moved it over to the world server (I render on a separate box), and generated a map to see how it was going. The render was also restarted on the render server.
Looks pretty good so far, and you can see the live map for the world at maps.shardsofariana.com and can zoom in to see dungeon placement all around the map. I use Overviewer for my mapping, so the map is high quality and very zoom-able. This placement is run with a minimum radius of 20 (I didn't want dungeons around my planned spawn area), and a maximum radius of the entire map (I actually overshoot here for safety, but MCDungeon compensates down) with the more_mobs config, modified to only use ruined entrances, and with the settings an average between it and the hard configuration. I'm not filling caves, and dungeons are 4-8 x 4-8 x 2-8 deep.
As a side note, Overviewer allows me to do custom points-of-interest, and I can scan for certain entities in a chunk, and it will return in a javascript file, the items with their coordinates and any information I specify in a Python filter. I did a scan for chests, since I know McDungeon places them, and so far, there are a whopping 45,973 chests that it found. Now there are some existing chests placed by another plugin, CaveOreVeins, so this is a mixed number. I'm probably going to run the POI generation on the "virgin" map before MCDungeon started placing dungeons to see what the actual number of chests that McDungeon places. Interesting stuff though.
From here, I plan to finish out the dungeon placement and then run the chest discovery again. With those coordinates, I'll be able to create a PhatLoots file that links every chest, by depth, to different loot tiers (common, uncommon, rare, very rare, and epic) that generate random, named loot that regenerates every 24-72 hours (once claimed it disappears until it regenerates). This should add a great feature to the map.
This is the McDungeon output before the generation run:
Far Chunks: 0
Near Chunks: 1245
Unpopulated: 0
Oceans: 129826
Structures: 40150
High Chunks: 4141
Low Chunks: 3006
Rivers: 6322
Good Chunks: 240414
Cache hit rate: 423859/423860 (99%)
Just thought I'd give an update, and just some interesting statistics if anyone else is generating a large world or wants to see the results of a large placement.
Generation of dungeons is going pretty well on the world, although slow, as I'm placing 1,000 dungeons on a world that is around 450,000 chunks (10,000x10,000 blocks pregenerated). It ran for approximately 36 hours, and managed to place around 500 dungeons, and then hung on a "too shallow to place" issue. So I stopped it, tar.gz'ed the world from my render server and moved it over to the world server (I render on a separate box), and generated a map to see how it was going. The render was also restarted on the render server.
Looks pretty good so far, and you can see the live map for the world at maps.shardsofariana.com and can zoom in to see dungeon placement all around the map. I use Overviewer for my mapping, so the map is high quality and very zoom-able. This placement is run with a minimum radius of 20 (I didn't want dungeons around my planned spawn area), and a maximum radius of the entire map (I actually overshoot here for safety, but MCDungeon compensates down) with the more_mobs config, modified to only use ruined entrances, and with the settings an average between it and the hard configuration. I'm not filling caves, and dungeons are 4-8 x 4-8 x 2-8 deep.
As a side note, Overviewer allows me to do custom points-of-interest, and I can scan for certain entities in a chunk, and it will return in a javascript file, the items with their coordinates and any information I specify in a Python filter. I did a scan for chests, since I know McDungeon places them, and so far, there are a whopping 45,973 chests that it found. Now there are some existing chests placed by another plugin, CaveOreVeins, so this is a mixed number. I'm probably going to run the POI generation on the "virgin" map before MCDungeon started placing dungeons to see what the actual number of chests that McDungeon places. Interesting stuff though.
From here, I plan to finish out the dungeon placement and then run the chest discovery again. With those coordinates, I'll be able to create a PhatLoots file that links every chest, by depth, to different loot tiers (common, uncommon, rare, very rare, and epic) that generate random, named loot that regenerates every 24-72 hours (once claimed it disappears until it regenerates). This should add a great feature to the map.
This is the McDungeon output before the generation run:
Far Chunks: 0
Near Chunks: 1245
Unpopulated: 0
Oceans: 129826
Structures: 40150
High Chunks: 4141
Low Chunks: 3006
Rivers: 6322
Good Chunks: 240414
Cache hit rate: 423859/423860 (99%)
I've run into the "too shallow" issue myself, and I use Overviewer as well. I tried Tectonicus but I didn't like the results, and let me just say ... "WOW"! That's one VERY impressive looking map! (and "Good choice going with Overviewer!")
As a side note, Overviewer allows me to do custom points-of-interest, and I can scan for certain entities in a chunk, and it will return in a javascript file, the items with their coordinates and any information I specify in a Python filter. I did a scan for chests, since I know McDungeon places them, and so far, there are a whopping 45,973 chests that it found. Now there are some existing chests placed by another plugin, CaveOreVeins, so this is a mixed number. I'm probably going to run the POI generation on the "virgin" map before MCDungeon started placing dungeons to see what the actual number of chests that McDungeon places. Interesting stuff though.
If you filter for chests that have a CustomName of 'MCDungeon Data Library' you will find one for every dungeon. This will also give you the coordinates of the NW corner.
I've run into the "too shallow" issue myself, and I use Overviewer as well. I tried Tectonicus but I didn't like the results, and let me just say ... "WOW"! That's one VERY impressive looking map! (and "Good choice going with Overviewer!")
Thanks for the compliment on the map. All of my maps (there are 5 for this server) are custom-drawn maps using TerrainControl with a little more than 300 custom biomes and then rendered out to 10kx10k. Ore generation is then re-done world-wide with CaveOreVeins to do veins of ores, and then the primary world is treated with McDungeon, with all the chests linked to PhatLoots to auto-refill. It's definitely been some work, and still a ways to go before I open up the server.
As for Overviewer, I've been using it for a while, and much prefer it over Dynmap or anything else out there. The render primitives are a step-above, and if you're willing to "dig in", it's got some awesome features. Plus, it doesn't eat inodes like Dynmap (I custom made a separate 50GB Linux partition with 25 million inodes, and came close to burning them with 5 HD Dynmaps). I'm doing a fairly extensive write-up comparing the major mapping utilities for my Minecraft admin blog, and I've just found nothing to compare.
Thanks for the quick reply, and that was it. Got those commented out, and am placing 1,000 dungeons now. Will post a link to the map as soon as I have it done.
The ruined pyramids do sound cool; I will stick in a feature request for that one.
Also, as an interesting side note, I am working with the creator of PhatLoots, and he's writing a script to scan a world newly modified with McDungeon, locate each existing chest, and fill it with auto-replenishing PhatLoots on random tiers that replenish with random items. Will let you know how that works out, as I think it would be a cool script to release into the wild.
I did a range, from 1-8, and it placed 19 more dungeons. Thanks for the tip!
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 didn't realise that woul d limit the number placed. I assumed it only forced hostile mobs to concentrate more within the Dungeons since there would be less cavern space "outside". Thanks for the tip.
As eggplant mentioned, it is already possible to create any possible item by creating an nbt file in the items folder. (Including items with attributes.) There is already a bug in for using attributes in magic_items.txt, but I doubt anything will happen with that until Mojang have actually finished implementing them in the game.
p\_MEI84362\pywintypes27.dll
WARNING: file already exists but should not: C:\Users\---~1\AppData\Local\Tem
p\_MEI84362\pythoncom27.dll
Loaded 561 items.
Loaded 17 dye colors.
Loaded 9 custom potions.
Loaded 60 magic items.
Loaded 17 items from NBT files.
Starting interactive mode!
Your save directory is:
C:\Users\----\AppData\Roaming\.minecraft\saves
Worlds in your save directory:
---
Traceback (most recent call last):
File "", line 448, in
File "mcdungeon-build\build\pyi.win32\mcdungeon\out00-PYZ.pyz\encodings.cp437"
, line 12, in encode
UnicodeEncodeError: 'charmap' codec can't encode character u'\xa7' in position 0
: character maps to
Press any key to continue . . .
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
Well, it does, but nearby dungeons can also act like caves. It creates a wide margin around each dungeon and fills in any caves to make sure the mobs are spawning into the dungeon you are in, rather than a cave or nearby dungeon.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Sounds like you have non-English characters in your path names, or your world folder names, and there's only one fix I know of for that: create a new user, make sure they have only English characters in their name, copy your .minecraft folder to the new user profile, and try again as the new user instead.
I turned off Fill Caves and got 259 more dungeons into that map, bringing the total to 284!
This map is now truly EPIC! Thanks for the help and pointers!
Thanks
Edit: yes I Had the § in one of my world names now it works!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
(no crash log)
Edit: I think a Long time ago It had GUI But now It just runs in a command line.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
Generation of dungeons is going pretty well on the world, although slow, as I'm placing 1,000 dungeons on a world that is around 450,000 chunks (10,000x10,000 blocks pregenerated). It ran for approximately 36 hours, and managed to place around 500 dungeons, and then hung on a "too shallow to place" issue. So I stopped it, tar.gz'ed the world from my render server and moved it over to the world server (I render on a separate box), and generated a map to see how it was going. The render was also restarted on the render server.
Looks pretty good so far, and you can see the live map for the world at maps.shardsofariana.com and can zoom in to see dungeon placement all around the map. I use Overviewer for my mapping, so the map is high quality and very zoom-able. This placement is run with a minimum radius of 20 (I didn't want dungeons around my planned spawn area), and a maximum radius of the entire map (I actually overshoot here for safety, but MCDungeon compensates down) with the more_mobs config, modified to only use ruined entrances, and with the settings an average between it and the hard configuration. I'm not filling caves, and dungeons are 4-8 x 4-8 x 2-8 deep.
As a side note, Overviewer allows me to do custom points-of-interest, and I can scan for certain entities in a chunk, and it will return in a javascript file, the items with their coordinates and any information I specify in a Python filter. I did a scan for chests, since I know McDungeon places them, and so far, there are a whopping 45,973 chests that it found. Now there are some existing chests placed by another plugin, CaveOreVeins, so this is a mixed number. I'm probably going to run the POI generation on the "virgin" map before MCDungeon started placing dungeons to see what the actual number of chests that McDungeon places. Interesting stuff though.
From here, I plan to finish out the dungeon placement and then run the chest discovery again. With those coordinates, I'll be able to create a PhatLoots file that links every chest, by depth, to different loot tiers (common, uncommon, rare, very rare, and epic) that generate random, named loot that regenerates every 24-72 hours (once claimed it disappears until it regenerates). This should add a great feature to the map.
This is the McDungeon output before the generation run:
Far Chunks: 0
Near Chunks: 1245
Unpopulated: 0
Oceans: 129826
Structures: 40150
High Chunks: 4141
Low Chunks: 3006
Rivers: 6322
Good Chunks: 240414
Cache hit rate: 423859/423860 (99%)
I've run into the "too shallow" issue myself, and I use Overviewer as well. I tried Tectonicus but I didn't like the results, and let me just say ... "WOW"! That's one VERY impressive looking map! (and "Good choice going with Overviewer!")
It doesn't crash. mcdungeon.exe is for use on the command line. There is no GUI.
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
Thanks for the compliment on the map. All of my maps (there are 5 for this server) are custom-drawn maps using TerrainControl with a little more than 300 custom biomes and then rendered out to 10kx10k. Ore generation is then re-done world-wide with CaveOreVeins to do veins of ores, and then the primary world is treated with McDungeon, with all the chests linked to PhatLoots to auto-refill. It's definitely been some work, and still a ways to go before I open up the server.
As for Overviewer, I've been using it for a while, and much prefer it over Dynmap or anything else out there. The render primitives are a step-above, and if you're willing to "dig in", it's got some awesome features. Plus, it doesn't eat inodes like Dynmap (I custom made a separate 50GB Linux partition with 25 million inodes, and came close to burning them with 5 HD Dynmaps). I'm doing a fairly extensive write-up comparing the major mapping utilities for my Minecraft admin blog, and I've just found nothing to compare.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a