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.
@disciple218 Are you running v1.2 I thought I'd fixed the bug with players getting cash for kills outside the dungeon (strictly if a mob spawns in the dungeon and follows you out the intent is still to give cash but things that spawn outside shouldn't). Confirm which version you are running and if it's v1.2 I'll look into again.
If weapons skills aren't going up it may be a clash between the plugins.
McMMO?(ah yes you said) Are you using the AdvancedCombat?@Breyyne The config documentation is a bit lacking at the moment. The huts you can choose from are 'pit', 'tiny', 'small', 'default', 'medium' and 'large'. The first 3 don't have anvils. 'catacomb' is the default style you only need to retype the things you want to change (and their section headings) if you don't specify it the code will look in 'catacomb' for the default.
In the future once the dungeon boss is dead the dungeon will be shut down until it's reset.
@Blockhead2
Ahh, good idea. Thanks.
One other thing... I have Catacombs running in Warzones. I'm using the Factions plugin. But Factions is overriding the Catacombs, so people cannot place torches. Do you know any way to allow the placement of torches in the Catacombs, where Catacombs will take priority over Factions?
Wow, excellent plugin! Dungeon crawling in MC, what more could you ask for? :)
I'm having an issue with getting paid for defeating mobs outside the dungeon, however. I thought maybe I was still in the radius, so I moved well outside the radius and still got paid. I'm using CB #1597 with iConomy, GroupManager and mcMMO.
I've also noticed my weapon skills aren't going up in the dungeon. Is that on purpose?
Thanks for your obvious hard work on this!
@Blockhead2 Is there a more complete list of the usable options for the config file. IE what option do I have for the Hut? Can I turn off/on Anvil or brewing stand? Are only lines typed in a new style changed from the default Catacombs or does it read the new style completely separate?
So far what I have played with it on my server, I like. I would suggest some sort of timer on dungeon reset. That is to say, A way to prevent explorers going back into a dungeon after they reach the last room and hit the button. It could be something as simple as an iron door or blocks preventing them from exiting the first level stairs until a mod comes around and resets the dungeon.
@Crazdale The easiest way to do this at the moment is
//replace cobble smooth_stone
@Blockhead2
"Allow new dungeon layouts to be built on old dungeon sites." When the time comes for adding this, might you also add another option. Allow a list of possible block-types to recreate the dungeon with? So some dungeons may be re-created as cobblestone, some may come back as stone brick, etc.
RIght now, I have a dungeon I created as cobblestone, but wish it woulda been stone brick instead... there isn't an easy way to change this, is there? I haven't tried this, but if I change the block-types in the config, when the dungeon is reset, will it pull from those, or are the block-types already in a database file?
@KahulBane Yup i use McMMO on my server so it's certainly been tested with that and appears to work.
@bennieboy125 A couple of folk have mentioned this, it's deliberate because I wanted to use the secret door mechanism across my whole world (not just in the dungeons). There is an option in the config file to stop this behaviour (also it's now disabled by default in new config files).
@KahulBane
Just watched the Vid'z, and there was a mention of mcMMO. I guess my request is a little late. Thank you.
@Blockhead2
I am looking at using this, I really like the concept, and have been watching it for a while.
I was also wondering about how well your plugin works with mcMMO.
I use spout on the server for verious reasons, like RealShop2 and such, and mcMMO has support for my users that use the SpoutCraft client.
If you are going to look at Heroes, please take a moment and look at mcMMO as well. Or PM me and we can use my server to test a few things if you like.
Hi, I found a bug. i was building my base in the nether when I left clicked on a piston and it acted as a catacomb secret door..
The reason I say make yor own class and skill system is so we can have threat skills. So we dont have to worry about using the material of the weapon to determine threat value.
@blockhead yeah, the plugin has definitely evolved. And congrats on it. It rocks. Perhaps instead of making It work with heroes, you could make a plugin suite, to cover the rpg needa of the community.
BlockRPG-Dungeons : this plugin BlockRPG-Combat : advanced combat threat support and aggro tables and bosses BlockRPG-Classes : adding classes, armor weapon and tool restrictions, and skill creation. BlockRPG-Quests : questing BlockRPG-xxxx : whatever else.
Is this a lot of work, absolutely, but honestly heroes did things in a serious round about way, that made skill making need java programming. This can definately be avoided by mak
ng skill archtypes, and going from there
I will post the IP to our server for ya when I get home so you can see a heroes server in action, without having to wait for the new version, we fiddled with an old one and got it workimg with 1.0.0
Version v1.2 uploaded and awaiting bukkit approval. Lots of changes in this release see above.
@WoWKonz Try renaming the plugins/Catacombs/Catacombs.db to something else.
[edit] Also try v1.2 which doesn't use the ebeanserver code any more (you may get a different error message which may give a clue).
@LordPhrozen I've not tried heroes, I may give it a go when it's available, but it's likely to clash in all kinds of horrible ways. Originally the mantra for Catacombs was to just build the rooms/structure and rely on other plugins for everything else, but I've found I've had to move away from that as time has gone by to get the functionality I need.
@Crazdale Good point. I turned off the spam when zero gold is given. I also made sure the AdvancedCombat system obeys the GoldOff config you found.
I could use help with something, when I start my server, I get this...
2011-12-26 00:34:45 [SEVERE] Error occurred while enabling Catacombs v1.1 (Is it up to date?): com/avaje/ebeaninternal/api/ClassUtil java.lang.NoClassDefFoundError: com/avaje/ebeaninternal/api/ClassUtil at com.avaje.ebean.EbeanServerFactory.createServerFactory(EbeanServerFactory.java:112) at com.avaje.ebean.EbeanServerFactory.<clinit>(EbeanServerFactory.java:57) at com.lennardf1989.catacombsbukkitex.MyDatabase.loadDatabase(MyDatabase.java:159) at com.lennardf1989.catacombsbukkitex.MyDatabase.initializeDatabase(MyDatabase.java:77) at net.steeleyes.catacombs.Catacombs.setupDatabase(Catacombs.java:477) at net.steeleyes.catacombs.Catacombs.onEnable(Catacombs.java:332) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:188) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:968) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:186) at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:169) at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:348) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:335) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:165) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:399) at net.minecraft.server.ThreadServerApplication.run(SourceFile:457) Caused by: java.lang.ClassNotFoundException: com.avaje.ebeaninternal.api.ClassUtil at java.net.URLClassLoader$1.run(URLClassLoader.java:214) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:321) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294) at java.lang.ClassLoader.loadClass(ClassLoader.java:266) ... 16 more Caused by: java.util.zip.ZipException: invalid LOC header (bad signature) at java.util.zip.ZipFile.read(Native Method) at java.util.zip.ZipFile.access$1200(ZipFile.java:46) at java.util.zip.ZipFile$ZipFileInputStream.read(ZipFile.java:464) at java.util.zip.ZipFile$1.fill(ZipFile.java:247) at java.util.zip.InflaterInputStream.read(InflaterInputStream.java:158) at sun.misc.Resource.getBytes(Resource.java:124) at java.net.URLClassLoader.defineClass(URLClassLoader.java:273) at java.net.URLClassLoader.access$000(URLClassLoader.java:73) at java.net.URLClassLoader$1.run(URLClassLoader.java:212) ... 21 more
Any idea what it is? I tried removing it and re-installing plugin.
Glad you figured out what was going on with the enchanted weapons, i know this seriously causes issues. But while we are looking at issues and workarounds, as other people have mentioned you should really make sure that this is compatable with heroes ( soon as it launches a 1.0.0 compatable version)
Minecraft begs to be a proper mmorpg.
Heroes adds the ability to create actual classes, that level up, and gain extra skills and abilities as they progress. However, These classes typically have armor and wepaon restrictions( that would make sense of course).
I love the idea of using different material weapons for DPS or threat. and swords vs axe for single/AoE threat.
Adding threat and aggro to miencrafts creatures, is a FANTASTIC leap forward( i'd love to see this as a configureable, standalone feature, apart from the rest of advanced combat)
I greatly look forward to how the development of this plugin goes. If you need a sounding board for ideas and such, feel free to PM me again.