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    posted a message on New Map Generator - Planetoids - V1.75 Now up
    I mean to take a look at updating this to 1.2.5 this weekend. I might just rewrite the generation logic against my latest engine - that's possibly easier than integrating this thing with my new interfaces. It seems like it would be cool to get this one using the full height of the new maps though...
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from Moretreeslover

    You know, I have a question about the brick-lava trap as well... I know why the lava doesn't flow, it's the bricks pushing up I don't get... I can tell it's a piston, but I can't find the piston? Bit annoying really...


    It's a piston, triggered by spiders stepping on pressure plates. They can see through the floor...

    Not sure why you can't find the piston though. I never tried myself.

    Quote from Moretreeslover

    Also, I found that the Clay-stone house had bits of clay missing in random places when I got to it. Anyone know why this might happen? In addition to the missing blocks, there were what appeared to be random hallways that started off, then just stopped in a wall.


    Can you send me a screenshot maybe? Endermen sometimes take stuff apart, including clay walls, so that could be part of it.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from killerkirby

    Uhh, alternate download? Anyone?


    Added a dropbox link to the first post, but here it is again: http://dl.dropbox.co...apGenerator.exe

    If someone out there has trouble using both links, please let me know. For what it's worth, I've never had trouble with SkyDrive in the first place.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from drakray

    I'd like to ask, is there a known reason why the world generated with you apps is not render-able by Minutor?
    I keep getting "empty chunk" and because of that can't see the whole map :S


    I actually use empty chunks between the worlds, for a couple reasons:
    1. Somewhere around 1.2 a bug showed up in Minecraft where it would crash on loading a world if an uninitialized chunk was within a certain distance of your spawn point. I initialize empty chunks around the outside of the map to keep this from happening.
    2. They make reasonably convenient "moats". (though I've been considering making something harder to cross)

    For what it's worth, MCMap has worked fine for me with this generator. You might try that.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from Side_salad

    i cant find the dungeon in the last world :o its just a frozen archipelago thingy with nothing special around or anything.


    The last world never has a dungeon. It's intended as more of a destination.

    I think some of this will make more sense when I have the password system working - then each new world type you reach will be a new kind of world you can generate on its own with different parameters.
    Posted in: Minecraft Tools
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    posted a message on Primordial Desert - V2 - Major Beta Update!
    I'd honestly thought my most recent genrator (the dungeon adventure generator, here: http://www.minecraft...ture-generator/) would sort of replace this one.

    If people really want me to update this to 1.2.5 though, it shouldn't be that hard. I've been designing all of these as just classes that implement an interface, so I should be able to just plug the old primordial desert generator into my most recent engine. If people really wanted that, I suppose I could try it this weekend.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    So, here's a bit of a better description on how the world sequences work:

    The first world is always the desert type, and is represented by the letter "S".

    The second world has 3 possible types, represented by the letters "A", "H", and "B".

    The third world has 2 possible types, represented by the letters "R" and "P".

    The fourth world has 3 possible types, represented by the letters "K", "I", and "F".

    For the world types people have seen so far:
    1. The world being described as the "brick and cobblestone maze" is "B".
    2. The world with the house and the floating islands is "H".
    3. The world with the arches is "R".
    4. The world with the water passages is "P".
    5. The world with the island is "I".
    That still leaves "A", "K", and "F" as world types no one has seen yet.

    And I'm ready to admit now that the world with the water passages is a bit too hard. If you'd like, there is an easier way to get through it I could tell you. Otherwise, if you don't want to go there, you can stop the generator if the world sequence contains a "P" and restart it.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from awesomeface811

    No API or anything?


    Nope. I reverse-engineered the file format and went from there.

    And I expect later today I'll post a bit more info on how this thing works. In particular, how you can tell which world types you'll get. There are at least 3 world types no one has mentioned even seeing yet...
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from cmoiromain

    I'm still on the third right now, It is waaaay too hard and annoying. Even using boats, since you can't go upstream it takes literally minutes to explore a singe branch of the maze; there are 12 or 20 branches in each big room; so far, I have encountered at least 3 or 4 big rooms. And that is not counting the usual splits.
    I've been navigating & wimming for hours, and I still feel like there is a good ten-hour work on there to find the exit. I'll give it an extra hour tomorrow, I just can't play this map any longer right now.
    I think you should try to reballance that sewers level. Maybe some way would be to have a puzzle to solve in each big room, and if you succeed it displays which way is the way out.


    That's definitely the hardest sort of third world in this generator. I might add some sort of hinting if enough people get furstrated by it. Personally, I kind of like the vastness of that world type.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from awesomeface811

    Do you mind telling what you used to create this?


    C#. Nothing else at all.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from lacrossee

    This is actually pretty magical, it's like someone hand-crafted each level. One problem I've been having is that there isn't enough food to be had.

    I'm currently on the fourth world (a forested island).


    I'd been considering putting a chest with some food in it next to the starting point in the first world. Past that I'd been expecting people to sort of establish a base in each world to build up resources bfore moving on.

    I'm actually really impressed someone made it to the fourth world that quickly. Did you play through the dungeons on normal? I'd been thinking that the third dungeon might be too hard.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    And I'll admit I'm really anxious for someone to post screenshots. I'm worried the dungeons might be too hard for people to get to the rest of the content, even though I tried to make the first one pretty easy...

    But it's possibly worth explaining that each world in this is equivalent to any of the generators I wrote before. Some have rather more to them than those did...
    Posted in: Minecraft Tools
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    posted a message on List of Map Generators I've made
    Quote from Tuphus

    Town generator, please!~~~~~~ And, if possible, Random Kingdoms in deserts and forests? Or fortresses?


    My dungeon adventure map generator actually does contain cities: http://www.minecraftforum.net/topic/1147863-dungeon-adventure-generator/ (well, it can depending on what world sequence you get)

    To be fair, they're not exactly traditional human cities though.
    Posted in: Minecraft Tools
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    posted a message on New Map Generator - Planetoids - V1.75 Now up
    I just finally finished (at least mostly) a generator I've been working on for the last year or so. I'm planning to take a break from recreational coding for the next week or two, but then maybe.
    Posted in: Minecraft Tools
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    posted a message on Dungeon Adventure Generator
    Quote from Flascher

    PS: Its a bit slow, even on my computer. I have a 6-core 3.3GHz processor too :l Hopefully it just needs some performance tweaks since it seems as though you're early on in development. ;)


    What was it doing when it was slow? I know at least one of the world types takes a long time to initialize. there's one in particular that's much more complicated than the others (I'd originally intended it to be a separate thing). Probably you didn't make a note of it, but it would help to know the world sequence identifier that was shown too.
    Posted in: Minecraft Tools
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