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    posted a message on MCDungeon v0.18.0

    It was the version I was using previously, (and successfully) under 0.14.2 and below.


    Same installation/OS/env/etc.


    I have a set of batch files I was using so I just swapped out the mcdungeon directory name in them when updating.


    I can try the other version.


    EDIT: The exe version (which I didn't use originally for some reason, no idea why) is only finding 2 of my 32 dungeons. XD

    I'll try a backup version of the map to see if it has any more luck there. EDIT: Yeah it seems a prior version works. This map is OOOLD and I don't think all the proper conversions took place during various updates of minecraft.


    I offered Bitcoin a while ago for someone to fix my map but no takers then XD


    Is there a command line option to manually set the exit portal?


    I found the portal_exit property, I'm not sure how to modify it tho:


    {"text": "(dp1\nS'portal_exit'\np2\nccopy_reg\n_reconstructor\np3\n(cutils\nVec\np4\nc__builtin__\nobject\np5\nNtRp6\n(dp7\nS'y'\nI0\nsS'x'\nI0\nsS'z'\nI0\nsbs."}


    I added a new dungeon and got that formatting:


    {"text": "(dp1\nS'portal_exit'\np2\nccopy_reg\n_reconstructor\np3\n(cutils\nVec\np4\nc__builtin__\nobject\np5\nNtRp6\n(dp7\nS'y'\nI-30\nsS'x'\nI68\nsS'z'\nI54\nsbs."}


    but the numbers don't seem to come anywhere close to where the portal exit would be on the map, so I'm not sure what is going on.


    I'd love the option to specify "--portal_exit x y z" for the Regenerate command, Please. ♥



    In the meantime I tried adding a treasure hunt:





    ***** Placing treasure hunt 1 of 1 *****

    Searching for a suitable location...
    Treasure hunt steps: 4
    Location: (1664,43,640)
    Theme: pirate
    Owner: Commander Read
    Location: (1664,43,640)
    Generating landmarks...
    Creating landmarks: 100%[============================================>] 0:00:00
    Placed 4 landmarks.
    Treasure hunt name: Commander Read's treasure
    Rendering landmarks: 100%[===========================================>] 0:00:00
    Exception in main loop. Exception info below:
    Traceback (most recent call last):
    File "mcdungeon\mcdungeon.py", line 2177, in <module>
    File "mcdungeon\mcdungeon.py", line 2110, in main
    File "mcdungeon\treasure_hunt.py", line 139, in generate
    File "mcdungeon\treasure_hunt.py", line 384, in placechests
    File "encodings\cp437.py", line 12, in encode
    UnicodeEncodeError: 'charmap' codec can't encode character u'\xa7' in position 1
    4: character maps to <undefined>


    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0

    I'm having trouble with mcdungeon: Failed to write dungeon_scan_cache.yaml. Check permissions and try again.

    I'm not sure what is causing that. I confirmed both of the new modules were installed correctly into winpython 2.7 - if it needs a new version of python then I'll have to update XD

    I ran everything in an administrator command prompt just in case it needed that.



    MCDungeon 0.18.0
    Loaded 451 materials.
    Error while getting AppData folder using WScript.Shell.SpecialFolders: ImportErr
    or('DLL load failed: The specified module could not be found.',)
    Error while getting AppData folder using SHGetSpecialFolderLocation: ImportError
    ('DLL load failed: The specified module could not be found.',)
    Loaded 734 items.
    head_alex.yaml is an invalid item! Skipping.
    head_blaze.yaml is an invalid item! Skipping.
    head_block_cactus.yaml is an invalid item! Skipping.
    head_block_cake.yaml is an invalid item! Skipping.
    head_block_chest.yaml is an invalid item! Skipping.
    head_block_coconut_brown.yaml is an invalid item! Skipping.
    head_block_coconut_green.yaml is an invalid item! Skipping.
    head_block_melon.yaml is an invalid item! Skipping.
    head_block_oaklog.yaml is an invalid item! Skipping.
    head_block_pumpkin.yaml is an invalid item! Skipping.
    head_block_tnt.yaml is an invalid item! Skipping.
    head_cavespider.yaml is an invalid item! Skipping.
    head_chicken.yaml is an invalid item! Skipping.
    head_cow.yaml is an invalid item! Skipping.
    head_enderman.yaml is an invalid item! Skipping.
    head_ghast.yaml is an invalid item! Skipping.
    head_golem.yaml is an invalid item! Skipping.
    head_herobrine.yaml is an invalid item! Skipping.
    head_irongolem.yaml is an invalid item! Skipping.
    head_magmacube.yaml is an invalid item! Skipping.
    head_mooshroom.yaml is an invalid item! Skipping.
    head_ocelot.yaml is an invalid item! Skipping.
    head_pig.yaml is an invalid item! Skipping.
    head_sheep.yaml is an invalid item! Skipping.
    head_sign_arrowdown.yaml is an invalid item! Skipping.
    head_sign_arrowleft.yaml is an invalid item! Skipping.
    head_sign_arrowright.yaml is an invalid item! Skipping.
    head_sign_arrowup.yaml is an invalid item! Skipping.
    head_sign_exclamation.yaml is an invalid item! Skipping.
    head_sign_question.yaml is an invalid item! Skipping.
    head_slime.yaml is an invalid item! Skipping.
    head_spider.yaml is an invalid item! Skipping.
    head_squid.yaml is an invalid item! Skipping.
    head_villager.yaml is an invalid item! Skipping.
    head_zombiepigman.yaml is an invalid item! Skipping.
    magic_box_redstone.yaml is an invalid item! Skipping.
    magic_box_stone.yaml is an invalid item! Skipping.
    magic_box_wood.yaml is an invalid item! Skipping.
    spellbook_apples.yaml is an invalid item! Skipping.
    spellbook_fireball.yaml is an invalid item! Skipping.
    sword_of_sharpness.yaml is an invalid item! Skipping.
    Loaded 18 items from yaml files.
    Trying to open: C:\Users\BSKI\AppData\Roaming\.minecraft\saves\world
    Loaded world: C:\Users\BSKI\AppData\Roaming\.minecraft\saves\world (23016 chunks
    , 256 blocks high)
    Looking for data directory...
    Treasure Hunt cache missing, or is an old version. Resetting...
    Scanning world for existing dungeons and treasure hunts:
    Pass 1: 100%[========================================================>] 0:00:00
    Pass 2: 100%[========================================================>] 0:02:47
    Non-book or odd book found in chest! (-336,66,848) id: TAG_Short(358)
    Non-book or odd book found in chest! (752,67,-768) id: TAG_Short(387)
    ('cannot represent an object', (7,0,7))
    Failed to write dungeon_scan_cache.yaml. Check permissions and try again.
    Press any key to continue . . .

    Posted in: Minecraft Tools
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    posted a message on Dimensional Doors v2.2.4

    I'm glad this is being updated again, this is one of my favorite mods. :)


    Anyone having trouble getting started, remember to check the config options and tweak settings to meet your tastes. The original defaults were rather aggressive.

    Posted in: Minecraft Mods
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    posted a message on MCDungeon v0.18.0

    Does anyone know of a tool that can convert the whole map at once to 1.8?

    Posted in: Minecraft Tools
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    posted a message on Map updates - is there an updater tool for the whole map?

    Thanks, that is useful but not quite what I was looking for.


    I want to update the existing map to the new file format. All at once. Without "flying around in creative mode" because it's freaking huge. :D


    From another thread:

    1.7-style NBT which can be read and converted by MC1.8 but not by MC1.9

    Posted in: Mods Discussion
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    posted a message on Map updates - is there an updater tool for the whole map?

    Yeah the map loads but I've encountered the occasional odd issue. I was looking for a program or utility to convert the entire map at once.

    Posted in: Mods Discussion
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    posted a message on Map updates - is there an updater tool for the whole map?

    There were some changes to how Minecraft handles world data and saves recently, the advice at the time was to "walk around" to force updates.


    My map is huge, I've had it since early alpha. Is there any kind of tool or utility that can update the entire map at once?

    Posted in: Mods Discussion
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    posted a message on MCDungeon v0.18.0
    Quote from Eggplant42»

    Hmm.. yeah, tricky... Portal exists are determined by the ruins at the surface. Since regen never touches these old dungeons don't get them.

    A couple of ways to do this... neither one is perfect:

    One way, would be to delete the dungeon, then manually create a new dungeon in the exact same spot with the exact same size so that ruins get regenerated. But you'd have to do this for each of your 32 dungeons. And if your map is really old, you'd have a problem with Minecraft regenerating chunks that don't match up with the rest of your map. I don't think this will work for you.

    The other way would be to use an NBT editor to set the exit point of your portals. This is hard because the values are pickled. But all the info for a dungeon is contained in a chest with a tag called "MCDungeon Data Library."

    It wouldn't be too hard to create a utility to read the dungeon configs and update the portal offset to a value you supply. You'd just need to know the coordinates you want players to be teleported to.



    I'm not sure how I would go about doing that, but I can try. :D
    I wouldn't mind if mcdungeon picked a spot on level 1 near the exit, when the portal_exit is 0,0,0


    14.2 seems to be unable to find all my dungeons but it looks like I should wait to regenerate them anyway.


    I think parts of my map are still old/out of date. Anyone know a way to update the entire map at once? :D Other than flying around in creative mode? (I've had this world since Early Alpha and I'm not going to lose it:)

    Posted in: Minecraft Tools
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    posted a message on Dimensional Doors v2.2.4
    Eyes in the dark.

    One moon circles.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    I managed to realize my modded server had changed the itemIDs of the Dimensional Doors stuff before I got too far, I'm using a test server with just DD now so my exports should work. :D
    Posted in: Minecraft Mods
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    posted a message on MCDungeon v0.18.0
    I keep getting this error:

    WARNING: Skipping exit portal. portal_exit is (0,0,0)

    I'm still using this on my uber mega Vanilla map from Alpha. :D I have 32 dungeons in-world and some sweet scripts to regen everything. Some of these dungeons date way back to an early version of MCDungeon, before exit portals. Is there any way to make these detect the missing portal and pick an appropriate exit spot?
    Posted in: Minecraft Tools
  • 0

    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    Any chance of increasing the max size of an airlock, or getting that moved to the config file? I'm trying to make a horizontal airlock large enough for the lander to descend through, 2001 style. :D
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Checking the contents of the file, right, I totally did that. Honest. It completely occurred to me. :D

    I'm gonna go do that now lol. The example posted above is pretty sweet too.

    I wanted to do something like Standard Ruins (or surface dungeon entrance) -> Village Entrance (Exterior) -> Village Entrance (Interior) -> Town Square - which then branches off into suburbs, farms, etc with specific sub-rooms for those, I think I have a good idea how to do that now.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Any info would be appreciated. How do I specify what order or pattern to build a series of rooms from a custom pack? Is there such functionality already?
    Posted in: Minecraft Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    What redstone-capable cable do folks recommend for the construction of test chambers? Plain vanilla redstone isn't cutting it, I'd like something that can go along walls and ceilings simply and unobtrusively like in Portal and Portal 2.
    Posted in: Minecraft Mods
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