• 0

    posted a message on MCDungeon v0.18.0

    Glad you figured it out!


    Fair point though, I think we should make it more obvious in the docs that command blocks ON is a requirement.

    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0
    Quote from vgcatsfan»

    quick question how do you make such gates? i want to make a wall around a small town i'm building from the a colonies mod and i want to put a gate in it.


    It's all just cheating with command blocks. Load up a map in creative and dissect it.
    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0

    Well, depth wise, you can't go more than about 8-9 levels in a normal map. If you want to go deeper, you need a custom map or map generator that puts ground level really high. A rule of thumb is that each level is 6 blocks tall, and the lowest level needs 12 blocks.


    Length and width aren't really limited as long as it all fits in your map (and you have enough memory). Getting a large enough area that doesn't have any obstructions (oceans, deep rivers, deep caves that open at the surface) can be a challenge. Going with large biomes, or again a custom generator that will produce a large usable area can help.

    Posted in: Minecraft Tools
  • 1

    posted a message on MCDungeon v0.18.0

    Sorry for the lateness. v0.18.0 release!


    No OSX build for the moment. Hopefully soon. I highly recommend folks use Python anyway. :)


    https://github.com/orphu/mcdungeon/releases/tag/v0.18.0


    !! NOTE: This version requires Minecraft 1.12 release or higher!


    !! NOTE: MCDungeon Python now requires pyyaml and nbt2yaml python modules.


    • Added 1.12 blocks. (Concrete, Glazed Terracotta) (JiFish)
    • Added Mosaic floor types based on Glazed Terracotta blocks. (JiFish)
    • Fixes for 1.11 and 1.12 mobs and entites. (orphu, JiFish)
    • Custom items, and spawners are now YAML files instead of NBT. (JiFish)
    • Evoker spawners only appear in the hard mode config. (orphu)
    • Circle of skulls has more variety now. (JiFish)
    • Stairwells no longer contain subfloor blocks. (orphu)
    • Parrots appear in Oasis entrances. (orphu)
    • Interactive mode does a better job validating inputs. (orphu)
    • Knowlege books with a random recipe added as loot. You can customise the recipes using recipes.txt. (JiFish)
    • Lucky blocks sample config has been removed due to being very out of date. If you have a replacement or configs for other mods, please let us know!
    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    Have you looked at the mapstore option? Interactive mode will prompt you for this value.


    I've not used multiverse for a long time, but back under bukkit you had to store maps in your primary world for them to work. This option allows you to set that.


    http://mcdungeon-docs.bubblemod.org/en/latest/command-line-ref/#cmdoption--mapstore

    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    Quote from flanigomik»

    can i just say you are my new best friend


    You should really thank JiFish. He does most of the work these days. :D
    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    Hey Folks!


    v0.17.1 is now available!


    https://github.com/orphu/mcdungeon/releases/tag/v0.17.1

    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    MCDungeon v0.17.0


    **NOTE**: This version requires Minecraft 1.11.0 release or higher!

    * Added 1.11 items, blocks and mobs. (JiFish)
    * Beware! Loot can now be cursed with the new 1.11 enchantments. (JiFish)
    * Added support for coloring custom potions in potions.txt (JiFish)
    * Added configuration options for map item sprite coloring. See mapcolor and paintingcolor in default.cfg (JiFish)
    * Added two new shops to find and updated some old ones with new inventory. (JiFish)
    * Fix flower pots in various locations to have flowers in again. (JiFish) * Various fixes for Minecraft 1.11 (JiFish)

    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0
    Quote from SwaggyPig007»

    Hi there. Great idea btw. With one small problem. I launch the batch file and it says there are no files in\AppDara\Roaming\.minecraft\saves which is true. But I want to change the path to \AppData\Roaming\Minecraft\1.7\.minecraft which is where my saves are.




    Hello! You can customize where the save folder is with the --dir option:

    http://mcdungeon-docs.bubblemod.org/en/latest/command-line-ref/#cmdoption--dir



    Open the batch file and add

    --dir "full path to your minecraft saves"
    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    If it wasn't for folks like JiFish and sshipway I probably would have wondered off aimlessly long ago. haha.

    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    Yeah, it will save after each dungeon. Also the initial scan process, (which can take a while) will also auto save after every 10000 chunks so you can interrupt that and resume roughly where it left off.

    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    MCDungeon v0.16.0


    NOTE: This version requires Minecraft 1.10.2 release or higher!

    • Added 1.10 items and blocks. (JiFish)
    • Added spawners for: Husk and Stray mob variants, Skeletons that fire tipped arrows, and something unusual that might help you! (JiFish)
    • Add use_incomplete_chunks config option. This forces chunk scanning to use chunks that would otherwise be marked as incomplete. (JiFish)
    • Fix for multi_ spawners. (JiFish)

    https://github.com/orphu/mcdungeon/releases

    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    Hrm. WorldBorder must be creating chunks with LightPopulated and/or TerrainPopulated set to zero. Technically, these are incomplete until they load into MC.


    Sounds like a switch is needed here though.


    In the mean time, you can work around it by removing the following lines from mcdungeon.py around line 530:


        # Incomplete chunk
        # These keys may be optional in older MC versions.
        if (
            'LightPopulated' in chunk.root_tag['Level'] and
            'TerrainPopulated' in chunk.root_tag['Level']
        ):
            if (
                chunk.root_tag['Level']['LightPopulated'].value == 0 or
                chunk.root_tag['Level']['TerrainPopulated'].value == 0
            ):
                return cx, cz, 'I', None, 0
    Posted in: Minecraft Tools
  • 0

    posted a message on MCDungeon v0.18.0

    You certainly don't have to regen your dungeons. Just loading your map into 1.9 should be fine at this point. Totally up to you.


    Personally, I probably would just to get the new cool stuff in the new versions. There a few extra features, and treasure will include all the new 1.9 stuff.

    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    Quote from thebraap107»

    I was using version v0.14.2, but I also tried v0.14.1 and it gave me the same issue.

    Can you tell us exactly what you are entering for number of dungeons? Maybe copy/paste all the text in the console window into pastebin for us.
    Posted in: Minecraft Tools
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