I`m version 1.3_01 and I got Mo Creatures, MoreCreeps and Weirdos, Obsidian Tools, SDK`s mods, Weaponmod, and X-ray mod.
Yeah, I guess I should add that 0.0.2-4 *require* at least MC 1.4 since they use 1.4 blocks and items. The next version will require MC 1.5. I'll be more clear about this in the future, since I know not everyone runs the latest version of MC.
I think versions 0.0.1 will work with MC 1.3. You can find old versions here:
EDIT: Actually--- you can probably get 0.0.2-4 to work by editing out any references to cookies in the loot tables of the config files. That is probably what is crashing your client.
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
Another thing I want to implement is rendering multiple dungeons at a time, and making sure they don't overlap. Most of the code to do this is already there.
Dude! I can't wait to set this up on my SMP server! It sounds awesome and is exactly the kind of server side only mod I've been looking for to spice things up. Regarding the above though, is this coming soon? We tend to get attached to our worlds so if I start a new one I don't want to kill it just to add more dungeons later... Can I run it in it's current form multiple times on the same map? I'd love to have this effectively replace the current spawners/mossy-cobblestone "dungeons" by having dozens or even hundreds all over the area around the spawn that could be traveled to in a reasonable amount of time. Woohoo, I'm excited to try this! :biggrin.gif:
Man, I'm -->this<-- close to releasing v0.1.0, but it doesn't have this feature. In its current form, the dungeons may overlap if you run the tool against the same map multiple times. This will be on the list for the next release.
Just so we're on the same page... basically what I'm proposing is a flag that causes MCDungeon to place non-overlapping dungeons recursively for either a set number, or until it can't find any new places to fit one. Picking random sizes will produce a random size each iteration. Sound good?
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
Yeah, I guess I should add that 0.0.2-4 *require* at least MC 1.4 since they use 1.4 blocks and items. The next version will require MC 1.5. I'll be more clear about this in the future, since I know not everyone runs the latest version of MC.
I think versions 0.0.1 will work with MC 1.3. You can find old versions here:
EDIT: Actually--- you can probably get 0.0.2-4 to work by editing out any references to cookies in the loot tables of the config files. That is probably what is crashing your client.[/quote]
Yeup! That fixed it. Thanks a bunch!
Rollback Post to RevisionRollBack
Now you see me, now you can't. Why? Because your respawning.
Owner of the great Minecraft server KEZ.
Just so we're on the same page... basically what I'm proposing is a flag that causes MCDungeon to place non-overlapping dungeons recursively for either a set number, or until it can't find any new places to fit one. Picking random sizes will produce a random size each iteration. Sound good?
S ! [s-wheat -> sweet!?] Sorry... :wink.gif: I would think some way to specify how far apart they are would be a good idea too. I like the idea of finding them wherever we roam but not necessarily finding them regularly, you know? I also like the idea of making the entrance less obvious, if not outright hidden, for similar reasons (especially if there are going to be many of them to discover) - I guess you can already adjust the height so that will be good at least initially.
BTW, just gave it a test run, like it a lot! Going to add a few more to the test world I made and make them a little scarier too.
Well, I didn't get everything in this release that I wanted, but it had been too long since something new came out. So, lots of half-completed stuff got pushed to v0.2.0!
The new maze generation is great. It can produce anywhere from linear maps, up to total grids and everything in between. Entry, exit, tower, and treasure rooms are guaranteed to be as far apart (path wise) as possible. A couple of examples:
loops = 0
loops = 50
Changes in v0.1.0
This release requires Minecraft 1.5 or higher
(Actually, it's possible to run with lower versions... ask me how if you care)
[*:2cy7bq0n] More interesting lava floors.
[*:2cy7bq0n] Revamped chest and spawner placement. These can now appear in lava and other rooms with very little floor space.
[*:2cy7bq0n] Pit rooms can now be circular. (and possibly more shapes in the future)
[*:2cy7bq0n] Images used for tiles in HTML maps are now 12x12. More tiles added.
[*:2cy7bq0n] All new maze generation algorithm. How convoluted mazes are can now be controlled in the config file. Entry and exit stairs are now guaranteed to be as far away from each other as possible on a given level.
[*:2cy7bq0n] New config option: loops - Controls how many loops the maze will have. 0 = no loops, just a few branches. 100 = A grid. Values around 20-30 will produce mazes similar to the old algorithm.
[*:2cy7bq0n] Bridges in pit rooms now always connect all hallways. Pit floors now never have bridges since there are other ways to cross them.
[*:2cy7bq0n] New config option: portcullises_closed - Percentage of portcullises that will be rendered closed. 0 = none, 100 = all.
[*:2cy7bq0n] The final bounds of the dungeon are printed on the last line. Handy for folks running WorldGuard or similar.
[*:2cy7bq0n] Single hall corridor dead ends are now special cave in rooms that can contain ores in similar proportions to the world. (coal is common, diamond and lapis are rare, etc)
[*:2cy7bq0n] The default tower entrance has a few improvements, and will now build a sand bar around itself if placed in water.
[*:2cy7bq0n] More verbose output in certain situations.
[*:2cy7bq0n] Configuration files are now kept in a directory named "configs" in the mcdungeon directory. Several example configs have been added.
[*:2cy7bq0n] New config option: hard_mode - Hard mode will fill in caves under and around the dungeon in an attempt to concentrate monster spawns inside the walls of the dungeon. This works best on larger maps that already have chunks within the start area generated. Medium to large sized dungeons with 5-8 levels will work best as well.
[*:2cy7bq0n] Interactive mode will now prompt for which configuration file you want to use.
[*:2cy7bq0n] Fixed a crash bug if the tower option was set too high.
[*:2cy7bq0n] Spider webs.
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
One question: Did you exit Minecraft when running this? I've seen cases where Minecraft will hold on to file handles for maps even when sitting at the main menu.
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
Exciting update, I'm looking forward to trying it! This time in pure roguelike mode, I'll throw myself into the challenge with just the tower supplies and hope I don't hit a killer area too soon. But hard_mode, definitely.
Nice idea on the cave-ins, and the loop control may be one of the most critical tools for users to create the kind of dungeon exploring they prefer. That and hard_mode are significant upgrades all on their own. Thanks!
Quote from Eggplant! »
Every time I edit the OP, this board forgets my subscription. Is that happening to anyone else?
Not to me, for many threads. I guess it only affects the original poster.
I suck with computers and am very confused on how to install this properly. :/
It would be awesome if someone could make a video tutorial, that way this awesome mod could expand to a much broader audience, since not everyone knows how to do this sort of thing. :smile.gif:
I suck with computers and am very confused on how to install this properly. :/
It would be awesome if someone could make a video tutorial, that way this awesome mod could expand to a much broader audience, since not everyone knows how to do this sort of thing. :smile.gif:
The hard mode and new generation system work pretty well. Previously, I could start without any items and reach the final chest, now I have died several times, in the first floor.
Nice! Thanks to ChocolateySyrup for the hard_mode idea.
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
Wow, um, I've not seen or had this reported. Are you running any mods? What version of Minecraft?
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I`m version 1.3_01 and I got Mo Creatures, MoreCreeps and Weirdos, Obsidian Tools, SDK`s mods, Weaponmod, and X-ray mod.
Owner of the great Minecraft server KEZ.
Yeah, I guess I should add that 0.0.2-4 *require* at least MC 1.4 since they use 1.4 blocks and items. The next version will require MC 1.5. I'll be more clear about this in the future, since I know not everyone runs the latest version of MC.
I think versions 0.0.1 will work with MC 1.3. You can find old versions here:
http://mc.bubblemod.org/mcd/
EDIT: Actually--- you can probably get 0.0.2-4 to work by editing out any references to cookies in the loot tables of the config files. That is probably what is crashing your client.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Man, I'm -->this<-- close to releasing v0.1.0, but it doesn't have this feature. In its current form, the dungeons may overlap if you run the tool against the same map multiple times. This will be on the list for the next release.
Just so we're on the same page... basically what I'm proposing is a flag that causes MCDungeon to place non-overlapping dungeons recursively for either a set number, or until it can't find any new places to fit one. Picking random sizes will produce a random size each iteration. Sound good?
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 think versions 0.0.1 will work with MC 1.3. You can find old versions here:
http://mc.bubblemod.org/mcd/
EDIT: Actually--- you can probably get 0.0.2-4 to work by editing out any references to cookies in the loot tables of the config files. That is probably what is crashing your client.[/quote]
Yeup! That fixed it. Thanks a bunch!
Owner of the great Minecraft server KEZ.
S
BTW, just gave it a test run, like it a lot! Going to add a few more to the test world I made and make them a little scarier too.
I made a video with my buddy as well. Fun stuff :smile.gif:
Well, I didn't get everything in this release that I wanted, but it had been too long since something new came out. So, lots of half-completed stuff got pushed to v0.2.0!
The new maze generation is great. It can produce anywhere from linear maps, up to total grids and everything in between. Entry, exit, tower, and treasure rooms are guaranteed to be as far apart (path wise) as possible. A couple of examples:
loops = 0
loops = 50
Changes in v0.1.0
This release requires Minecraft 1.5 or higher
(Actually, it's possible to run with lower versions... ask me how if you care)
[*:2cy7bq0n] More interesting lava floors.
[*:2cy7bq0n] Revamped chest and spawner placement. These can now appear in lava and other rooms with very little floor space.
[*:2cy7bq0n] Pit rooms can now be circular. (and possibly more shapes in the future)
[*:2cy7bq0n] Images used for tiles in HTML maps are now 12x12. More tiles added.
[*:2cy7bq0n] All new maze generation algorithm. How convoluted mazes are can now be controlled in the config file. Entry and exit stairs are now guaranteed to be as far away from each other as possible on a given level.
[*:2cy7bq0n] New config option: loops - Controls how many loops the maze will have. 0 = no loops, just a few branches. 100 = A grid. Values around 20-30 will produce mazes similar to the old algorithm.
[*:2cy7bq0n] Bridges in pit rooms now always connect all hallways. Pit floors now never have bridges since there are other ways to cross them.
[*:2cy7bq0n] New config option: portcullises_closed - Percentage of portcullises that will be rendered closed. 0 = none, 100 = all.
[*:2cy7bq0n] The final bounds of the dungeon are printed on the last line. Handy for folks running WorldGuard or similar.
[*:2cy7bq0n] Single hall corridor dead ends are now special cave in rooms that can contain ores in similar proportions to the world. (coal is common, diamond and lapis are rare, etc)
[*:2cy7bq0n] The default tower entrance has a few improvements, and will now build a sand bar around itself if placed in water.
[*:2cy7bq0n] More verbose output in certain situations.
[*:2cy7bq0n] Configuration files are now kept in a directory named "configs" in the mcdungeon directory. Several example configs have been added.
[*:2cy7bq0n] New config option: hard_mode - Hard mode will fill in caves under and around the dungeon in an attempt to concentrate monster spawns inside the walls of the dungeon. This works best on larger maps that already have chunks within the start area generated. Medium to large sized dungeons with 5-8 levels will work best as well.
[*:2cy7bq0n] Interactive mode will now prompt for which configuration file you want to use.
[*:2cy7bq0n] Fixed a crash bug if the tower option was set too high.
[*:2cy7bq0n] Spider webs.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Using and interactive mode, but it doesn't appear to actually write to the save. I still get my pretty HTML maps though.
I'm running your v0.1.0 version, haven't run a former to know if they work and 86x Windows 7 (all up to date).
Can you pastebin the console output?
One question: Did you exit Minecraft when running this? I've seen cases where Minecraft will hold on to file handles for maps even when sitting at the main menu.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
It seems that was the case indeed.
I wasn't silly enough to be in the world I was modifying, but I didn't think Minecraft would cache a world I don't even have currently loaded :\
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Nice idea on the cave-ins, and the loop control may be one of the most critical tools for users to create the kind of dungeon exploring they prefer. That and hard_mode are significant upgrades all on their own. Thanks!
Not to me, for many threads. I guess it only affects the original poster.
It would be awesome if someone could make a video tutorial, that way this awesome mod could expand to a much broader audience, since not everyone knows how to do this sort of thing. :smile.gif:
The post right before yours has one...
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Nice! Thanks to ChocolateySyrup for the hard_mode idea.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Sure! I'll add it to the list.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a