Could someone spot me a direct link to the mod? The 'downloads' page is pointless, every link just changes my possition on the page, or goes somewhere completely different, and nothing has sentences. There's no direction whatsoever.
I just need a link to the version that works with 1.6.4,
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S Y S T E M:CPU:total 4 * Memory: 4k page, physical 6157592k(3742924k free), swap 7468312k(3909516k free)*vm_info: Java HotSpot(TM) 64-Bit Server VM (24.55-b03) for windows-amd64 JRE (1.7.0_55-b13), built on Mar 17 2014 19:45:30 by "java_re" with unknown MS VC++:1600
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
Could someone spot me a direct link to the mod? The 'downloads' page is pointless, every link just changes my possition on the page, or goes somewhere completely different, and nothing has sentences. There's no direction whatsoever.
I just need a link to the version that works with 1.6.4,
S Y S T E M:CPU:total 4 * Memory: 4k page, physical 6157592k(3742924k free), swap 7468312k(3909516k free)*vm_info: Java HotSpot(TM) 64-Bit Server VM (24.55-b03) for windows-amd64 JRE (1.7.0_55-b13), built on Mar 17 2014 19:45:30 by "java_re" with unknown MS VC++:1600
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
Hey Eggplant!, signed up today to say how awesome this tool is. The detail you've put into the dungeons is really impressive. My friends and I have been having tons of fun exploring them; we are even planning to make an RPG style server featuring them since they add such a nice Elder Scrolls feel to the world.
I think one of the best features of this mod is the structures created at the entrance; they really add a nice atmosphere and some anticipation of what's to come. The drawback is, once you get into the dungeon proper, the theme (ancient Egypt or Norse, etc) isn't as apparent. Once you've seen all the room types, one dungeon looks much the same as another. I have a simple suggestion to improve this aspect.
- Carry the biome theme into the dungeon rooms.
There are a number of ways you can do this, the easiest being to simply make the ceiling blocks relate to the biome. I think if most people are like me, they aren't choosing which blocks to make up the ceiling in the configuration file, yet this will add some atmosphere. If it's a taiga or frozen biome, put ice blocks in the ceiling. If it's a forest, use more dirt and put vines hanging down often. For desert, sandstone, etc.
If you want to take it a step further, you could use a certain number of biome related blocks in the walls and other internal structures (but not so many to eliminate the threat of silverfish :). The "under construction" rooms might be a good place for that. Perhaps replacing some of the colored wool flooring scattered around the rooms with biome specific blocks (slip and slide anyone?). You could also tailor the cave rooms to the biome by only allowing sandstone in the desert, stone in forest or mountain, and maybe ice caves in taiga, how cool would that be?
In the end I think this will improve the dungeon feel. It will also allow players who have multiple dungeons to tell them apart from the inside, which is useful for those that take more than one play session to complete.
I want to thank you again for making such a great tool. Cheers man.
It's a great suggestion. I was thinking of extending the meta materials to be one that takes biomes into account.
Another thing I was thinking of is having overlays for sections of the dungeon. Right now certain rooms might have webbing or vines, but they can feel disconnected. It would make things flow better if a whole section of rooms was vine or web covered. Perhaps this could also be tied to biomes, so for example vines would tend to grow in wet biomes, maybe webs in dry biomes, etc.
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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
It's a great suggestion. I was thinking of extending the meta materials to be one that takes biomes into account.
Another thing I was thinking of is having overlays for sections of the dungeon. Right now certain rooms might have webbing or vines, but they can feel disconnected. It would make things flow better if a whole section of rooms was vine or web covered. Perhaps this could also be tied to biomes, so for example vines would tend to grow in wet biomes, maybe webs in dry biomes, etc.
Sounds great. I'm glad you feel my suggestions could improve your tool. The overlays idea sounds like another nice way to add more atmosphere.
As I mentioned, I've been playing on some servers with other folks, mostly one or two others. As it is, the default config works well for one or two players. However, as more players than that join in, simply increasing the number of chunks the dungeon covers isn't exactly the right way to make things fun. I'd love to hear from anyone running multiplayer servers. Any suggestions on a config for dungeons tailored to lots of players?
Hey Eggplant!, signed up today to say how awesome this tool is. The detail you've put into the dungeons is really impressive. My friends and I have been having tons of fun exploring them; we are even planning to make an RPG style server featuring them since they add such a nice Elder Scrolls feel to the world.
I think one of the best features of this mod is the structures created at the entrance; they really add a nice atmosphere and some anticipation of what's to come. The drawback is, once you get into the dungeon proper, the theme (ancient Egypt or Norse, etc) isn't as apparent. Once you've seen all the room types, one dungeon looks much the same as another. I have a simple suggestion to improve this aspect.
- Carry the biome theme into the dungeon rooms.
There are a number of ways you can do this, the easiest being to simply make the ceiling blocks relate to the biome. I think if most people are like me, they aren't choosing which blocks to make up the ceiling in the configuration file, yet this will add some atmosphere. If it's a taiga or frozen biome, put ice blocks in the ceiling. If it's a forest, use more dirt and put vines hanging down often. For desert, sandstone, etc.
If you want to take it a step further, you could use a certain number of biome related blocks in the walls and other internal structures (but not so many to eliminate the threat of silverfish . The "under construction" rooms might be a good place for that. Perhaps replacing some of the colored wool flooring scattered around the rooms with biome specific blocks (slip and slide anyone?). You could also tailor the cave rooms to the biome by only allowing sandstone in the desert, stone in forest or mountain, and maybe ice caves in taiga, how cool would that be?
In the end I think this will improve the dungeon feel. It will also allow players who have multiple dungeons to tell them apart from the inside, which is useful for those that take more than one play session to complete.
I want to thank you again for making such a great tool. Cheers man.
As I mentioned, I've been playing on some servers with other folks, mostly one or two others. As it is, the default config works well for one or two players. However, as more players than that join in, simply increasing the number of chunks the dungeon covers isn't exactly the right way to make things fun. I'd love to hear from anyone running multiplayer servers. Any suggestions on a config for dungeons tailored to lots of players?
Take a look at some of the options such as fill_caves, hidden_spawners, double_treasure, and some of the spawn_* and treasure_Spawn* options. These can make the mobs more challenging (requiring players to cooperate to survive), and the end room rewards larger.
You can also make mobs more difficult by playing around with the custom spawners to create enchanted and equipped mobs.
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
Take a look at some of the options such as fill_caves, hidden_spawners, double_treasure, and some of the spawn_* and treasure_Spawn* options. These can make the mobs more challenging (requiring players to cooperate to survive), and the end room rewards larger.
You can also make mobs more difficult by playing around with the custom spawners to create enchanted and equipped mobs.
Thanks for helping me out! Been a bit busy lately, but I intend to try your suggestions and report back. If I get some good results I'll share my configuration here, in case there are others trying to set up some dungeons in multiplayer.
It's a great suggestion. I was thinking of extending the meta materials to be one that takes biomes into account.
Another thing I was thinking of is having overlays for sections of the dungeon. Right now certain rooms might have webbing or vines, but they can feel disconnected. It would make things flow better if a whole section of rooms was vine or web covered. Perhaps this could also be tied to biomes, so for example vines would tend to grow in wet biomes, maybe webs in dry biomes, etc.
Another thing that I want to get implemented at some point is color theming as well. For example, each dungeon gets a random set of three or four colors, and all the temples, carpets, and most of the tapestries can be configured to use these particular colors.
I'm so confused. It says I don't need any mods for this. But it says I need Python and Numpy. What are those? How do use them? I'm not a geek really when it comes to this stuff.
I'm so confused. It says I don't need any mods for this. But it says I need Python and Numpy. What are those? How do use them? I'm not a geek really when it comes to this stuff.
You are correct: you need no mods. But the program is written in Python, so you must install that first. Python is a programming language. (https://www.python.org/)
Numpy is a maths package for Python, which MCDungeon is dependent on. (http://www.numpy.org/)
Ok I installed them now. But still not sure where to put the McDungeon file at. Its currently a zip file. I tried using McPatcher and installing it as a mod but in game I had no idea how to activate it.
I'm asking for a friend, is there any way of making custom dungeons with this generator (Like a custom structure design)? and specify the conditions with them, and if it is possible, is there a concise way of studying how that works?
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Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
I'm asking for a friend, is there any way of making custom dungeons with this generator (Like a custom structure design)? and specify the conditions with them, and if it is possible, is there a concise way of studying how that works?
Not without contributing python code.
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
I'm asking for a friend, is there any way of making custom dungeons with this generator (Like a custom structure design)? and specify the conditions with them, and if it is possible, is there a concise way of studying how that works?
Not without contributing python code.
Pffft. Easier said than done. Python made my brain hurt (which is probably because I took crappy Visual basic 5 in college [guess that dates me... Huh...] *lol*)
I just need a link to the version that works with 1.6.4,
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
Try this:
https://github.com/orphu/mcdungeon/releases
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
I think one of the best features of this mod is the structures created at the entrance; they really add a nice atmosphere and some anticipation of what's to come. The drawback is, once you get into the dungeon proper, the theme (ancient Egypt or Norse, etc) isn't as apparent. Once you've seen all the room types, one dungeon looks much the same as another. I have a simple suggestion to improve this aspect.
- Carry the biome theme into the dungeon rooms.
There are a number of ways you can do this, the easiest being to simply make the ceiling blocks relate to the biome. I think if most people are like me, they aren't choosing which blocks to make up the ceiling in the configuration file, yet this will add some atmosphere. If it's a taiga or frozen biome, put ice blocks in the ceiling. If it's a forest, use more dirt and put vines hanging down often. For desert, sandstone, etc.
If you want to take it a step further, you could use a certain number of biome related blocks in the walls and other internal structures (but not so many to eliminate the threat of silverfish :). The "under construction" rooms might be a good place for that. Perhaps replacing some of the colored wool flooring scattered around the rooms with biome specific blocks (slip and slide anyone?). You could also tailor the cave rooms to the biome by only allowing sandstone in the desert, stone in forest or mountain, and maybe ice caves in taiga, how cool would that be?
In the end I think this will improve the dungeon feel. It will also allow players who have multiple dungeons to tell them apart from the inside, which is useful for those that take more than one play session to complete.
I want to thank you again for making such a great tool. Cheers man.
Another thing I was thinking of is having overlays for sections of the dungeon. Right now certain rooms might have webbing or vines, but they can feel disconnected. It would make things flow better if a whole section of rooms was vine or web covered. Perhaps this could also be tied to biomes, so for example vines would tend to grow in wet biomes, maybe webs in dry biomes, etc.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Sounds great. I'm glad you feel my suggestions could improve your tool. The overlays idea sounds like another nice way to add more atmosphere.
As I mentioned, I've been playing on some servers with other folks, mostly one or two others. As it is, the default config works well for one or two players. However, as more players than that join in, simply increasing the number of chunks the dungeon covers isn't exactly the right way to make things fun. I'd love to hear from anyone running multiplayer servers. Any suggestions on a config for dungeons tailored to lots of players?
You, sir, are a genius!
Take a look at some of the options such as fill_caves, hidden_spawners, double_treasure, and some of the spawn_* and treasure_Spawn* options. These can make the mobs more challenging (requiring players to cooperate to survive), and the end room rewards larger.
You can also make mobs more difficult by playing around with the custom spawners to create enchanted and equipped mobs.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Thanks for helping me out! Been a bit busy lately, but I intend to try your suggestions and report back. If I get some good results I'll share my configuration here, in case there are others trying to set up some dungeons in multiplayer.
Another thing that I want to get implemented at some point is color theming as well. For example, each dungeon gets a random set of three or four colors, and all the temples, carpets, and most of the tapestries can be configured to use these particular colors.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
You are correct: you need no mods. But the program is written in Python, so you must install that first. Python is a programming language. (https://www.python.org/)
Numpy is a maths package for Python, which MCDungeon is dependent on. (http://www.numpy.org/)
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
http://mcdungeon-docs.bubblemod.org/en/latest/downloading-running/
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Not without contributing python code.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Pffft. Easier said than done. Python made my brain hurt (which is probably because I took crappy Visual basic 5 in college [guess that dates me... Huh...] *lol*)