Catacombs
Dec 2019, RandomUnknown at Spigot has taken over.
- Though I (LigerXT5) am still assisting in the minor parts of the plugin, RandomUnknown has spent a lot of coding work to bring it up to MC 1.15.1 capable use. You can find his continuation at https://www.spigotmc.org/resources/catacombs.73564/
July 18th, 2016 Updated Notification
From LigerXT5:
- For the time being, please use the Spigot Forum for issues and conversations. https://www.spigotmc.org/threads/labyrinth-generator-aka-catacombs.165251/
- If you would like to assist with coding, be my guest in submitting pulls. I know how to code, but only to a short extent. I am moving focus of updates to Spigot. Due to limited control I have on this listing. https://www.spigotmc.org/resources/labyrinth-generator-aka-catacombs.26582/ If you need to get in contact with me on here, the best way is to send me a PM, that way I get an email notifying me. I don't get emails for forum or ticket posts.
Only One Room Generating?
I suggest checking your config. If it doesn't have the 1.7 new blocks (Granite, Andesite, etc.), the plugin will try to build around them. Add them to the config to be replaced by catacombs on plan and build. Refer to the attached config as a reference/example. If you have a lot of caves or "air" blocks in the area of building, add Air to the list as well. Great if you want floating catacombs in an Empty World.
Catacombs - Random Dungeon Generator:
Builds configurable dungeons under your feet for players to explore and loot. I wrote my own level builder but I guess it's a homage to those text based classics like Nethack and of course Angband.
Features:
- Generates random multi-level dungeons.
- Only builds in solid regions it considers natural. Can build anywhere by adding AIR to config.
- Admins can build dungeons, Players can explore them.
- All commands are integrated with Permissions.
- Integrated with most common economy systems (using Vault) (optional)
- Secret doors
- Information persists using sqlite database (no setup required)
- Only the toughest adventurers will survive without armour, weapons, food and torches.
- Special chests at strategic points to add to the general loot.
- Configurable Dungeon layout and content.
- Dungeons can be size/configured so they work better with parties of players.
- Admins can easily unprotect, reset, suspend, enable or fill dungeons in.
- Multiple world compatible.
- Here are some Spoilers giving you a taste of what you might find.
- And here are a couple of pictures.
Configuration page
Check out images for pictures of the hut types.
Having problems? Check out the FAQ
I made a short tutorial on how to plan and build a dungeon.
- http://www.youtube.com/watch?v=TfmA8Mzl2L4 (part 1)
- http://www.youtube.com/watch?v=yn1_Ayqd6F0 (part 2)
Here is a detailed demo and tutorial kindly done by Samkio and Torrent (WoopaGaming)
Here is a detailed demo and tutorial kindly done by BukkitDE (in German)
Here is a short demo kindly done by AbsintoJ (I think in Portuguese)
Instructions
Commands
Permissions
Configuration
Credits
- Credit to the Vault team for supplying a simple way to hook into assorted permissions and economy plugins.
- Credits to Samkio and Torrent (WoopaGaming) for recording a demo and tutorial.
- Credits to Jeussa and MnMaxon from Spigot for updating the plugins via donations from LigerXT5
ToDo
- Replace Iron Blocks with Anvils. Create a config option to toggle this for MCMMO servers.
- Jeussa added a way to customize loot, similar to Essentials's configs for kits with item names, lore, etc. I would like a way to do the same with the mob spawners. Currently I have to use CreatureSpawners and edit each spawner to customize the catacomb experience. One person contacted me about adding support for MythicMobs. I have no preference on this. But the extra abilities, I am sure some server admins would like.
- Cobwebs only spawn once, during first generation. Though I want to say this is a bug, it would be nice that web had a set percentage, customizable in the config, either in general, or per catacomb style.
- We are limited to a set selection of huts, per say, that appear at the top of the catacomb. These are the buildings that you see at the start before climbing down to the first floor of monsters. There is no way to add schematics to customize these. Though we can edit the area after generation, the protection boundaries are set. Which then requires an additional worldguard region.
- Same as above, the rare/unique rooms are hard set, and would be nice to add some variety. I have no clue how hard this would be to add some more rooms in, along with each room having a percent chance.
- Add in a command variable to the /catacombs delete CatName. Currently it defaults to replacing everything and filling in the rooms with Stone. If creating in, let's say the Nether, it would be nice to add at the end the name of the block to use to replace with, instead of stone. Such as the Nether, it would be Netherrack, or using the EmptyWorldGen (currently for testing in) with Air.
@psilimit I'm not able to recreate the problem you are having when you die, it might be a bit equipment that is causing the bug. Can you PM me the stack trace that is under the error message you get.
See the FAQ for the brick thing. Bukkit calls those blocks smooth_brick (smooth_brick:2 is the mossy version I think).
@Apoc22932 Might you be standing above a cave system? Catacombs will not build down if there are blocks that aren't on the natural list below you. Try moving to a different area.
@DaedricPrime I don't use bPermissions but I have been able to recreate your problem and will look into it.
[Edit] Yes it looks like this was a bug in WEPIF that was fixed after I branched the code. It's fixed in my version now too and will be in the next release.
[SEVERE] Could not pass event PlayerRespawnEvent to Catacombs
On death all items are LOST. Not dropped on the ground...or saved. running CraftBukkit version git-Bukkit-1.2.5-R1.0-5-ga5dbad0-b2152jnks (MC: 1.2.5) (Implementing API version 1.2.5-R1.2-SNAPSHOT) I have changed the config to not save items on death for now (sad).
On another note, how can I change the block types to stonebricks and mossy stone bricks in the config (found the space for it)? I've tried tying a number of things, but it always gives me errors.
hi, how can I put enchanted items into chests?
Hi, I'm having issues with creating a multi-level Catacomb. the main problem being it just won't let me.
Typing in /cat plan c1e 3 12 Or any variation of number, for instance, /cat plan c1e 5 20, the plugin will only return a plan for a 1 level Catacomb.
Radius works, level (depth) does not.
I have no idea what the issue is, I've looked at the config files... But as far as I'm aware, there is no conflict?
Any help on the issue would be appreciated.
Any way to place blocks? I'm using Magicspells and wanting to place a book-case at the end of a dungeon so players can learn a spell, but so far I can't figure out how to enable block placement.
I love the plugin, and it's made the complicated question of how to teach spells easier.
Edit: Figured it out. /suspend allows it.
Is Catacombs really using WEPIF correctly? I have bPermissions installed, which Vault supports, yet it looks like in the log that Catacombs is picking the generic Bukkit permissions (I have no desire to maintain two systems, perms are a pain enough) while WorldEdit is also claiming to being using WEPIF to find a system, and IT finds bPermissions :
Pardon my ignorance, but what would be the correct line to put in the config file to make negative-effect splash potions (Harming, Poison, Weakness, Slowness) appear as ammo in traps?
@kokoshi2 Yes towers are relatively easy to generate.
One way is to change the config so that the plugin will build through air, then go to a high place and build. Add this to the bottom of your config.yml
Then here are the commands
You can remove block types from the list if you want the tower to stop near the ground, or add grass, snow etc if you want it to continue into the ground.
IMHO the slightly better way to generate a tower dungeon is you use WorldEdit to create a solid tower of stone and then build a dungeon from the top using the default style. If your tower is too thin Catacombs will struggle to build levels all the way down so you may have to plan multiple times to get a good one. This method has the advantage that the levels will be neatly stacked on each other (unlike the first method).
I added some code to add barred windows to towers like this where the rooms touched the edges but I disabled it because the light coming in stopped the monsters spawning.
@ObsceneNameHere Did you try the scatter command? I know it's not quite the same as generating dungeons as the world grows, but keep in mind that Catacombs was designed from the start as a world editing plugin, rather than a world generation plugin.
@ObsceneNameHere This wouldn't help if they disguised outside the dungeon and then stepped in.
@disciple218 I'm not sure that it's a bug. It's just a "happy" side effect of the combination of plugins you've installed on your server.
Catacombs isn't controlling how the monsters react (now that AdvancedCombat is disabled) so you'll have to look at MobDisguise for a solution.
MobDisguise deliberately cancels any attempts by the monsters to target players that are disguised as monsters. I don't know much about the plugin but it looks like you can change this behaviour in the MobDisguise config (set MobTarget.enabled to false - now players should still get attack when disguised as mobs).
MobDisguise has an API so it would be possible to undisguise players when they entered a Catacomb, but I'm disinclined to add special code that targets specific plugins.
@Blockhead2 Is there a way for catacombs to build something above ground, like a tower? I think that would be nice, but I'm a little confused about how to make my own style. Thx =D
@BlockHead2
Please make a ticket section, My suggestion is to have a command that randomly generates cata combs everywhere
@disciple218
Just disable that command in the config for Catacombs.
Here's a question... I have players using MobDisguise in Catacombs, and when disguised as a hostile mob, real hostiles don't attack them. They're basically running through opening all the chests and looting the whole dungeon without swinging a weapon - lol.
Who gets the bug report, you or MobDisguise? :)
@Dustin_ Difficulty settings are already kind of built in (there is a known issue that resetting dungeons of different styles is possible but it's a pain at present because you have to reset the dungeons in groups - i.e not use resetall).
Edit the config.yml and set up your own 'styles' for different kinds of dungeons. The different styles can have different loot lists and you can also increase the number of doors in the lower level dungeons to make them easier, and/or reduce the number of monster spawners.
Once you have the different styles set up in the config you can select the appropriate style before planning or resetting your dungeon to control chest loot.
Maybe you can add a difficulty setting we can put on dungeons, so that we can edit loot that's dropped in certain dungeons. That way my newbie dungeons are close to spawn, can give lower loot than a dungeon that's huge and dangerous.
@Siannodelle
maybe you can try this.
http://dev.bukkit.org/server-mods/catacombs/?page=3#c539