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.
Man... Catacombs is truely epic atm...
Thanks for all the amazing features.
Is there any way that you can dis-allow players to lock catacomb doors via other locking plugins? There are quite a few atm, and all of them allow locking of catacomb doors, chests, and trap doors etc.. maybe through a script?
@TTlabambaTT
Sounds like the secret doors have puzzled a few folk. They are mentioned in the feature list and the spoilers, but I agree they might not be obvious.
You could be right. The large number of monsters spawning in the dungeons might limit the number of critters if you hit the max. I should probably turn spawns in dungeons off until players venture in.
@aquaticsolstice
There is a video showing the catacombs in operation, but no tutorial on how to build them yet. When I do make one it will get posted here, so keep your eyes open but don't hold your breath. :)
One of the coolest plugins to date! I created a catacomb but was immediately confused to find a dead end so quickly so i used voxel sniper to open up walls to continue until the ultimate facepalm moment when i randomly decide to punch the wall and it opens up, amazing! However i have no idea if it's even is your plugin but i have recently found a lack of passive animals around my server since the incorporation of this plugin, could this be because of the huge number of mobs spawning in the catacombs?
Hello. So I'm a total server noob. I've figured out all my plugins for my bukkit server. Yet, I usually follow videos to learn this stuff. Would it be possible to get a tutorial through video media please? Its just an easier way for me to learn. I have no idea even after reading the instructions to actually make a 1x1 room dungeon lol!
Thank you for your time and awesome mod. :)
ye it said its ready to be built and i did have to cut out some stuff it was way to long
@ShanevMeyr
Yes. Set all your styles up in config.yml and then use the '/cat style <stylename>' command before you plan a dungeon, then build it, then change style and repeat.
Remember you only need to set the attributes you want to change in the config.yml. Any you don't set will default automatically to whatever they are set to in the default style 'catacomb'.
Is it possible to change the style and loot for every single dungeon? In other words, is it possible to specify several styles in the config and then to choose from one when you plan a dungeon in game?
@badhad The java.lang.NullPointerExceptions are unexpected. Is there a stack trace after these that you cut out?
It looks like the map got mangled (possibly by which ever post formatter you have selected). You may need to paste it into a code section to avoid this.
Did you get a message in game saying the dungeon "is good and ready to be built"?
Ah this plugin is amazing :D
@Blockhead2
I get these messages when i try to plan or build a dungeon, plannin works just not building or deleting.
06:36 PM [WARNING] Failed to handle packet: java.lang.NullPointerException
06:41 PM [INFO] Cuboid (220,58,-15) (252,64,6) enable=true world=CraftWorld{name=TownCraft} type=LEVEL
06:41 PM [INFO] TOP :Vector(240,64,-4) BOT:Vector(234,57,-8) start_dir:SOUTH end_dir:NORTH lower:true
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06:41 PM [INFO] true Start(13,20):SOUTH End(28,13):EAST Rooms=38 Grid:Size(34,36)
06:41 PM [INFO] Cuboid (221,51,-23) (254,57,12) enable=true world=CraftWorld{name=TownCraft} type=LEVEL
06:41 PM [INFO] TOP :Vector(234,57,-8) BOT:Vector(249,50,-1) start_dir:SOUTH end_dir:EAST lower:false
06:41 PM [INFO] [catacombs] Planning dungeon 'd3'
06:41 PM [WARNING] Failed to handle packet: java.lang.NullPointerException
@gearsgod
Ah :) Some doors are just doors, others are covered in webs, some are simple empty archways and some are secret doors. The secret door appears like stone but open when you hit them. If you are stuck and need the full details send me a PM and I'll give you all the secrets of secret doors. Suffice to say they do look slightly different to most of the dungeon surroundings.
What do you mean by tapping? What secrete door?
@gearsgod
The dungeon generation is quite complex and it's possible the map has been badly constructed (especially now we can have complex pre-planned rooms). If you think this might have happened you'd need to post the ASCII map for the level that is in the console.
However I think it's much more likely you missed a secret door. Have you been around tapping all the suspicious looking walls?
@badhad
Can you include the internal error messages you are getting? Are there any other messages in the server console that might help?
how the heck to we get to the other rooms???? I search and theirs no door or anything but we know if we turn off protection we can break our way into the new rooms.
The pugin wont work, I can plan a dungeon but when I go to build it, either it wont build and kick me from the server and say internal error. Or it will say it has built a dungeon when it has not.
The plugins i have installed are Worldedit,Spout,VanishNoPacket,Essentials,Emoblite,Bossmin and Catacombs
Plz Help
@Zombiemold
@Zombiemold
Glad you are enjoying the update. I played around a bit with block combinations including sandstone/sand. It would be easy enough to have a list of blocks that can be destroyed in dungeons. Currently the only thing one the list would be torches.
smooth_bricks:0/smooth_bricks:1 (worked nicely) netherrack/soul_sand (was nice) sandstone/sand (have the roof falling in problems you list) sandstone/dir (was ok) melon/pumpkin (looked good but can be moved by pistons so secrets doors fail) wool:11/wool:3 (was good) I didn't try ice I suspects it's a bad idea.
@BioRage
@BioRage I don't plan to add a feature to allow dungeons to be regularly reset (on a timer), but only because there are already plugins that do this. I added '/cat resetall' specifically for this. I will be changing some commands so they can be called from the console too. I've not used any of these scheduling plugins, but maybe someone who has can recommend one.
On the subject of tagging dungeons. Yes I've been thinking about an idea very similar to this and think it would be generally useful. My current thinking is the Hut door would only be openable by the first person to open it after a reset. They would become the owner until the next reset. They can open it and let in whomsoever they like (maybe it's a large party dungeon and they need help) but only the owner can open it. How does that sound? It's not 100% water tight, but may be simple enough to implement.
Blockhead2, I am really loving this update.
Is there any way, I can make the physics blocks, used in a catacomb, destructible?
If used correctly, using a physical block type in the catacomb creation, actually makes for some AWESOME effects. Makes the catacomb feel messy, and awesome. I just made a sandstone/sand dungeon and it's GREAT! all the sand in the ceiling falls down, and scatters very nicely. It made an awesome new door type, where you have to jump on a block on one side, and try to hop over :D
The one issue that I came across, is depending on the size of the catacomb, it's possible a door does become completely impassable. This would be 100% remedied, and quite cool if you could have a setting to allow the destruction of a certain block type, within a catacomb. I'm LOVING this. :D
Additionally, it wouldn't be a bad idea to bundle this setting, with a new door type, "caved-in" where explorers can search for caved in doorways and such, ie a doorway with some gravel/sand or something covering it, :D. This is so great.