Maybe I've missed it somewhere in the thread, but is there any functions to:
-add room from .schematic file?
-customize rooms/corridors size (Arrows traps work pretty bad in large corridors)?
-set nonrandom position of entrance?
-change spawnrate for mobs (Because hordes of that summons ever 2 seconds are awesome)?
P.S. And can someone recommend mod for bukkit or minecraft which will prevent player from in the dungeon or allow editing block only with proper tools? 0_o
No. I probably won't add this. MCMapper does schematics, and I'm not trying to recreate MCMapper. The design goal here was to be more procedural in the dungeon generation. Everything placed has some randomness to it. I do plan on adding user defined vaults, kinda like Angband. This will let you define a general shape and size of a room, and possible treasure and spawner locations, but the actual layout and will be random.
customize rooms/corridors size (Arrows traps work pretty bad in large corridors)?
You can adjust what room and corridors appear by editing the probabilities in the config files.
set nonrandom position of entrance?
Not currently. You can set the position and size of the actual dungeon exactly, but the entrance will be a random room within the first level.
change spawnrate for mobs (Because hordes of that summons ever 2 seconds are awesome)?
You can adjust what mobs are chosen for spawners in the config file. Creepers are enabled, but rare in the default. They appear more often in the default "hard_mode" config. If you don't want creeper spawners, you can turn them off. This won't prevent minecraft itself from spawning random creepers.
As far as spawn rate, that's governed by Minecraft. You'd have to add a mod to adjust this.
P.S. And can someone recommend mod for bukkit or minecraft which will prevent player from in the dungeon or allow editing block only with proper tools? 0_o
WorldGuard/WorldEdit might help here.
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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
No. I probably won't add this. MCMapper does schematics, and I'm not trying to recreate MCMapper. The design goal here was to be more procedural in the dungeon generation. Everything placed has some randomness to it. I do plan on adding user defined vaults, kinda like Angband. This will let you define a general shape and size of a room, and possible treasure and spawner locations, but the actual layout and will be random.
Oh, this is sad because it was a nice possibility to add nasty handmade traps like Gravel Pillar of Death, or minefields, or even room with water sources, which create flooded dungeons.
Quote from Eggplant! »
Quote from Silre »
change spawnrate for mobs (Because hordes of that summons ever 2 seconds are awesome)?
As far as spawn rate, that's governed by Minecraft. You'd have to add a mod to adjust this.
Hmmm... That's strange because MCMapper gave this function by default. I've get that you don't try to recreate MCMapper, but I strongly recommend you to implement this feature. For 3 players party normal spawner is not a serious threat, but a source of endless loot. T_T
Hmmm... That's strange because MCMapper gave this function by default. I've get that you don't try to recreate MCMapper, but I strongly recommend you to implement this feature. For 3 players party normal spawner is not a serious threat, but a source of endless loot. T_T
Are you talking about the spawnerDelay setting? I'm not sure it works like that, but I could be wrong. I think this just sets the initial value of the Delay tag on the spawner. As I understand it, the delay value ticks down to zero, and then spawn monsters. This is then reset to hard coded values in Minecraft for the next spawn. If it works differently, please point me to where I can find this info.
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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
Afaik, there is a Delay value in .schematic with spawners. You can find it in MCEdit package. Also MCMapper sources can gives some information.
Right, but I don't think that governs how often spawners spawn mobs. That's just the countdown timer until the next spawn. I'm pretty sure it gets reset to a hard coded value after mobs spawn once. Setting it higher than normal only works for the next spawn.
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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
As far as I can tell, the mob spawner's Delay ticks downward. When it reaches 0, it triggers an action based on its EntityId. This is how different mobs can have different spawn intervals: the action will reset the Delay upwards to the mob's spawn interval. The actions are hard-coded into the game, and only defined for a small number of EntityIds. I've found Pig, Spider, Skeleton, Zombie, and Creeper to spawn mobs. You can make decorative spawners by putting other EntityIds in.
I've strange feeling that delay value is not hard-coded.
codewarrior is basically saying the same thing I am. It doesn't appear you can control how often spawners spawn mobs with the delay value. The delay value is a counter. It resets. Read the sentence right before the one you highlighted.
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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'll try to generate again and hopefully he spawns hit on another spot this time. :smile.gif:
Or you could use --offset to
Quote from Eggplant! »
Place the dungeon at a specific point in the world. This skips the somewhat time consuming location finding pass. The coordinates are the most NW corner of the dungeon. The actual entrance will be a random room chosen from level 1. Using the offset option skips any attempt to bury the dungeon. It will appear exactly where you place it, even in mid air. The tower entrance will still extend to the surface if required.
# World coordinates of the NW corner of the most NW room (x,y,z)
# This overides the placement alorithm, and places a corner of the dungeon
# at this spot.
# This is NOT the location of the entrance.
# The entrance position will be chosen from a random room location.
# This does not currently check the bounds of the world to make sure the
# dungeon will fit. If you make the dungeon too deep, or too large
# it will error out.
#offset: (-72,55,158) offset:
I've generated this in my main world and thank God that I've made a back-up right before
I'm glad you had a backup. Hopefully everyone pays attention to the GIANT FLAMING WARNING TEXT in the first post. Sevminer's info about the --offset option is useful for placing dungeons in established worlds without destroying things.
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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
codewarrior is basically saying the same thing I am. It doesn't appear you can control how often spawners spawn mobs with the delay value. The delay value is a counter. It resets. Read the sentence right before the one you highlighted.
Well... I've written handmade .schematic spawner with extreme low delay and it works similarly to the normal one. Why do we need the delay value in .ntb files if it makes no sense?
So, I understood , that the only way to bring players a real challenge is to create a claster of spawners wrapped in bedrock and pray that it will produce mob faster than players can kill them.
This is sad. T_T
You dont really... you just know you have all the loot (as far as you know) and are at its bottom...
There is currently a "final room" of sorts that has the best chest in the dungeon and maybe a bonus chest. It's not that special yet, kind of a place holder, but it looks like a low circular pit area with a chest in it on the bottom floor. It's the only "tier 4" chest in the whole dungeon. If you have MultiVerse, the room can also contain a portal. Check 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
Eggplant, I'd love to see some devious traps built into the map. If you haven't try Kaizo Caverns by Vechs and note some of the traps. Things like: dig too far past this wall and lava pours in; dig out gravel in a significant area only for the resulting mini-block to land on a pressure plate on top of TNT; creeper spawners in a ceiling cavern with a few thin vents to "disperse" them in the player's path.
The dungeon is already very fun, but aside from the occasional spawner it isn't difficult yet. And, as I said, I'd love for the occasional dirty trick to be played on the player.
Why do we need the delay value in .ntb files if it makes no sense?
Well, keep in mind we are dealing with a save format here that is supposed to capture the current state of the world. I think the intent of the "delay" tag is supposed to be the "delay timer until next spawn." It's a countdown timer until the next spawn. It probably could have used a more descriptive name, but many things are like this in Minecraft. :smile.gif:
Maybe there will be more options in the future.
Have you tried hard mode? That ramps things up significantly.
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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
Eggplant, I'd love to see some devious traps built into the map. If you haven't try Kaizo Caverns by Vechs and note some of the traps.
Thanks, and yes I've been checking that out. It's currently hard to make traps in Minecraft that aren't painfully obvious but I've got some ideas cooking.
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
Have you tried hard mode? That ramps things up significantly.
There is no "hard" in SMP yet. >_< But wrapped spawner clusters work tolerably and at least provide 6 mobs on entering in a chamber.
Looking forward to new traps. ^_^'
-add room from .schematic file?
that summons ever 2 seconds are awesome)?
-customize rooms/corridors size (Arrows traps work pretty bad in large corridors)?
-set nonrandom position of entrance?
-change spawnrate for mobs (Because hordes of
P.S. And can someone recommend mod for bukkit or minecraft which will prevent player from in the dungeon or allow editing block only with proper tools? 0_o
No. I probably won't add this. MCMapper does schematics, and I'm not trying to recreate MCMapper. The design goal here was to be more procedural in the dungeon generation. Everything placed has some randomness to it. I do plan on adding user defined vaults, kinda like Angband. This will let you define a general shape and size of a room, and possible treasure and spawner locations, but the actual layout and will be random.
You can adjust what room and corridors appear by editing the probabilities in the config files.
Not currently. You can set the position and size of the actual dungeon exactly, but the entrance will be a random room within the first level.
You can adjust what mobs are chosen for spawners in the config file. Creepers are enabled, but rare in the default. They appear more often in the default "hard_mode" config. If you don't want creeper spawners, you can turn them off. This won't prevent minecraft itself from spawning random creepers.
As far as spawn rate, that's governed by Minecraft. You'd have to add a mod to adjust this.
WorldGuard/WorldEdit might help here.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Oh, this is sad because it was a nice possibility to add nasty handmade traps like Gravel Pillar of Death, or minefields, or even room with water sources, which create flooded dungeons.
Hmmm... That's strange because MCMapper gave this function by default. I've get that you don't try to recreate MCMapper, but I strongly recommend you to implement this feature. For 3 players party normal spawner is not a serious threat, but a source of endless loot. T_T
Are you talking about the spawnerDelay setting? I'm not sure it works like that, but I could be wrong. I think this just sets the initial value of the Delay tag on the spawner. As I understand it, the delay value ticks down to zero, and then spawn monsters. This is then reset to hard coded values in Minecraft for the next spawn. If it works differently, please point me to where I can find this info.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Afaik, there is a Delay value in .schematic with spawners. You can find it in MCEdit package. Also MCMapper sources can gives some information.
Right, but I don't think that governs how often spawners spawn mobs. That's just the countdown timer until the next spawn. I'm pretty sure it gets reset to a hard coded value after mobs spawn once. Setting it higher than normal only works for the next spawn.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I've strange feeling that delay value is not hard-coded.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Or you could use --offset to
Or using the config file:
I'm glad you had a backup. Hopefully everyone pays attention to the GIANT FLAMING WARNING TEXT in the first post. Sevminer's info about the --offset option is useful for placing dungeons in established worlds without destroying things.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Basically you get walking... if you find a massive tower its below. Dont forget the chest in the upper part of it.
You dont really... you just know you have all the loot (as far as you know) and are at its bottom...
Well... I've written handmade .schematic spawner with extreme low delay and it works similarly to the normal one. Why do we need the delay value in .ntb files if it makes no sense?
So, I understood , that the only way to bring players a real challenge is to create a claster of spawners wrapped in bedrock and pray that it will produce mob faster than players can kill them.
This is sad. T_T
There is currently a "final room" of sorts that has the best chest in the dungeon and maybe a bonus chest. It's not that special yet, kind of a place holder, but it looks like a low circular pit area with a chest in it on the bottom floor. It's the only "tier 4" chest in the whole dungeon. If you have MultiVerse, the room can also contain a portal. Check the config file for details.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
The dungeon is already very fun, but aside from the occasional spawner it isn't difficult yet. And, as I said, I'd love for the occasional dirty trick to be played on the player.
Well, keep in mind we are dealing with a save format here that is supposed to capture the current state of the world. I think the intent of the "delay" tag is supposed to be the "delay timer until next spawn." It's a countdown timer until the next spawn. It probably could have used a more descriptive name, but many things are like this in Minecraft. :smile.gif:
Maybe there will be more options in the future.
Have you tried hard mode? That ramps things up significantly.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Thanks, and yes I've been checking that out. It's currently hard to make traps in Minecraft that aren't painfully obvious but I've got some ideas cooking.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
There is no "hard" in SMP yet. >_< But wrapped spawner clusters work tolerably and at least provide 6 mobs on entering in a chamber.
Looking forward to new traps. ^_^'