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.
@mrrightclick I'm using permissions v3.1.6 I'm not sure it's ever been tested that version.
@Blockhead2
Just noticed that the plugin gives an error when loaded "for the first time", as in deleted the catacombs plugins directory.
... 11:02 ip. [INFO] [Catacombs] Looking for Permissions plugin 11:02 ip. [INFO] [Catacombs] Found and will use plugin Permissions v2.7.7 11:02 ip. [SEVERE] Error occurred while enabling Catacombs v1.1 (Is it up to date?): null ...
So I guess that's part of the problem..?
@mrrightclick If you tried it before see if removing (or renaming) the Catacombs plugin directory helps.
Another thing is to try turning off all plugins briefly to see if it's a clash with another one.
@Blockhead2
Not working, getting the same error from every command other than /cat...
I could try an older version, perhaps, since I'm using the newest one now.. Alas, if the only difference with that version when compared to the last is the advanced combat.. I dunno.
Actually, now that I think about it, I tried this plugin once before with the DEV build of CB. Got the same error back then too.
@mrrightclick Regarding '/cat plan test 2 5' Ah 5 is too small. You'll be luck to even get a starting room in a 5 block radius. Try 14.
[edit] Having said that, I do get a proper error message when I try 5 (not a null pointer). Does '/cat list' give you and empty list?
[edit2] Maybe the snow is causing problems, clear some grass. I've not tried on snow covered grass. [edit3] building on snow works fine for me.
@EmoPandas On the subject of the Advanced Combat then, the things I mentioned in the config will get added to the file (provided you don't have the file locked for edit) when the server is restarted with version v1.1 of catacombs. Make sure you have v1.1 of catacombs (it will say near the top of the console). Make sure you are not locking the config.yml with your editor (some lock some don't)
@Blockhead2
Well, the command I just tried was basically "/cat plan test 2 5" and I'm standing on a desert plain surrounded with nearby small hills. There's definately enough room for the hut.
The area I'm trying to build on is this: http://imageshack.us/photo/my-images/94/testdungeon.png/
There, in the middle. Also I've tried on multiple other places, still the error...
@mrrightclick What planning command are you typing? What kind of location are you standing in? The building is working for most people so let's hope it's something simple.
@EmoPandas Ignoring Advanced Combat for the moment (you are not the only with problems there).
You asked how the loot tables work? My configuration notes suck. The best description might be the 2nd bullet under of the release notes for v0.6 OldReleaseNotes
The spaces in the yml file are critical. Things will be bad if the syntax isn't legal. Basically you can create a new style called almost anything you like (not catacomb, not Admin), and then add to it just the values you want to change. You must not miss out any hierarchy. So as an example to change just the Medium (double) chest loot you could add this.
Which means Medium chests may contain (20% chance) red 1 or 2 dyes (medium chests also have small chest loot in one half of them and a chance of some weapons). For the items you must either use bukkit's names (Material) or the minecraft item number (in decimal).
The dungeons can't go deeper than bedrock. Also the depth is the first number and the width comes second (in numbers of blocks from the stairs). You can't really control the number of rooms from the command line. I think this is detailed on the Commands page under 'plan'.
Having a problem here...
Running on CB1.0.1 - R1, and I'm trying to /plan a Catacomb. Thing is, when I type in the command, the only thing returned is a "Exception trapped java.lang.NullPointerException".
Any help? Thanks in advance. And sorry if this has been asked like a million times already, but there are just so many comment pages I thought it would be easier like this.
EDIT: Skimmed through the comments. My map has never used Catacombs before, so it's brand new when it comes to that. And the error message comes to the chat, nothing shows in the console.
@EmoPandas Nope room depth is 4, you need floor depth of 4.
I solved the problem by going to the old world and deleting the catacombs. Thanks for the advice, the world was trying to load the dungeons and couldn't. So long as I delete the dungeons before hand ( be warned of possible lag) it will not cause the errors again
@Blockhead2
I will try the advanced combat from your notes sounds fun! and of course feedback always XD just tried the advanced combat (yes in the middle of this reply) and I could not get it to run... Did not see wild swing or fishing rod did not heal... AdvancedCombat: true and many of the configs you list in the Advanced combat page are not in the cfg file Admin.Spawn.Radius=20 and Admin.Spawn.Depth=8 Admin.Spawn.Monster.Radius=15 and Admin.Spawn.Monster.Max=3
I tried it with and without additional server mods no errors without any mods or mods. you might want to add a start up txt saying that adv combat is enabled.
As for the loot how does the medium and large tables work or how does the code decide what loot table to use if I were to fill them all in...
The theme grand configuring it has a list of options that is cut down I am guessing I can just copy catacomb config under grand and edit all of the available options?(kind of new to yml, not programming :p) also could i add a custom style? so i could have grand, and examplestyle2 something you see where i am going.
The time out its no big thing for me but other people may get confused/ worried about it might want to put it in the description of the mod. EG warning client may time out on a large dungeon plan blah blah blah etc XD
another thing i noticed is that i could not generate more than 7-8 levels down no matter what depth i put in
also is the width and depth the number of blocks or amount of rooms and levels down? EX: /cat plan derp 1000 50 1000 X 1000 blocks square and 50 blocks deep or 1000 rooms total and 50 levels deep
when i generate that map it is only 5-7 levels deep and the floors are very wide (not sure how big tho)
again thanks for the awesome mod and including some of my feedback in the next release!
@Blockhead2
By default the depth is 4 for grand so yes.
@EmoPandas Did you use a floor depth of 4? If you didn't replacing the blocks in the roof on the level below might have disturbed the redstone dust.
@EmoPandas Thanks for sending your thoughts on how to improve it. Ouch I bet you got lost a few times. Try it with the AdvancedCombat as a team of 2 and send me feedback on the monster balance and monster target switching.
I just tested a grand build with over and underfill enabled and all of the traps are broken... /cat build test 2000 60 PIC
@Blockhead2
Allright sweet I will set that and test it! Also i just generated a catacomb that took about 2 hours to complete with two people! It was awesome but I did notice something while exploring, and I know my map may be pushing my server and the generator to make a catacomb this large but this is the best plugin I have seen for Minecraft for a while. And my players love to dungeon crawl. So just some changes that I would suggest since running through the epic catacomb...
Add Enchanting tables Enchanting tables to be able to improve the gear while in a massive catacomb. Me and my wife ran the epic catacomb starting with 2 full stacks of iron and full diamond gear with 2 diamond swords... we used up all of the equipment I went from lvl 6 to lvl 50 and ended up dieing not able to use any of that exp. we actually had to make countless more sets of iron armor to get to the end!(so much fun, I had to run the last 2 levels with just an ax!)
Add Potion stands(and potion materials) To be able to refill the empty bottles from the potions you do use in the catacomb
Loot drops are not diverse enough There are only 2 types of music discs and they pop up alot XD Add potion regents to refill potions Add weapons (and enchanted weapons with a much lower chance %0.5 of a chance) The random "admin" item or two (redstone block [74] or something) I know you have loot tables for small medium and large in the config but no way that I have noticed to designate what loot is in a dungeon. and the medium and large are empty.
Option to set a timer for the catacomb to reset
It seems that the ladder down for the first level is always too close to the entrance ladder (just what i have noticed from the 10 that I have made all different sizes)
Add themed dungeons Dungeon where many of the rooms are made of ice/snow and lots of water Lava Dungeons where you may have to jump over lava pools (no way to walk around them) Or just be able to specify what blocks to use in the generation Primary and Secondary or set themes EG Smooth Brick & Cracked Smooth brick , Nether stone & Nether fence, ???
Just a couple bugs I generated a much larger dungeon (where the pic came from couldn't run it because of the redstone bug) This also happened with the 2 hour long dungeon I ran. /cat plan epic 1000 60 for the one in the pic /cat plan epic 600 40 for the 2 hour long dungeon This causes the player to disconnect with a Sockettimeoutexception:Read timed out error does not crash the server but I can rejoin and then build the dungeon! (the one in the pic)
@caramon93 This the null pointer message in the console or on the screen? If it's in the console there are probably some more details underneath (like a stack trace) that I'd need to debug the problem.
If you've started a new map (say with a new world name) and still got the old catacombs database around then that might be the cause of the problems. Rename the old catacombs dungeon database file (it's currently called something like this plugins/Catacombs/Catacombs.db) to move it out of the way and give the plugin a fresh start. Let me know if that resolves it.
@LordPhrozen I tested again last night and couldn't see the issues are having. I strongly suspect the fact you can one-shot the mobs is interaction with another plugin. I'll happily work to resolve the conflict if you turn all other plugins off briefly to confirm it's a conflict and then enable them in groups to isolate which one.