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.
I made a quick new release because it sounds like some people might need an update. Here are the change notes:
@maichinht I put a fix in for this problem in the new v1.0 release. Enjoy.
This is one of my favorite mods. I customize all of my dungeons completely but every time i reset the dungeons every one of my piston traps will have a redstone torch under it!
Is there a way to stop this completely? Disabling the secret doors in the config file didn't work... Please help.
need update :<
@rmb938 The red torch dup is not really a bug, it's a limitation of the secret door mechanism. There is a config option if you don't want this feature on a server with a finely balanced market.
@Blockhead2 in your onBlockDamageEvent in CatBlockListener.java please make it check to make sure your in a dungeon. Right now it works outside of the dungeon
Found a big bug. Any sticky piston if you click the block on the piston it moves the sticky piston up and down and dupes items. I suggest you fix this asap. Just check to make sure the user is in the dungeon for that to work.
@Zombiemold Actually now that I come to try potions for myself I notice that data values are only supported in catacombs for dungeon building blocks and not for the chest/dispenser loot. On the list it goes.
@midnightorder82 Glad you are enjoying it. I think there's a donate button up in the top right corner for those that are so inclined ;-)
Ah thanks alot. gonna try that "alot" :)
and i love how hard some of the dungeons are.
It brings the "hardness" to the game that i needed :)
Thumbs up for an awesome plugin ;)
EDIT And btw where is the donate button :P
@midnightorder82 There are a couple of flavours of minecraft plugin that create things, 'worldedit' and 'worldgen'. Catacombs is a 'worldedit' plugin which means it doesn't create dungeons naturally for you as you explore the world you have to plan and build them.
The closest you can get to a random dungeon at present is to call the relatively new scatter command. /cat scatter dungeon1 4 20 2000 Which would mean
@Pssquadou Yeah the config documentation needs a bit of work. I may do a video on it.
Underfill and overfill are options that forces the code to fill in all the blocks above the roof and below the floor (usually it only fills the blocks it has to from the perspective of someone inside). This squares the dungeons off when viewed from outside, say when they are built through empty space.
Let's wait on the plugin enable error until there is a recommended release of bukkit (I've seen this before and I don't think it's catacombs).
Anything i need to edit to make the plugin spawn random dungeons ??
created a new world. and typed /cat list and it showed nothing.
Hi, I'm wondering in the config file, what 'underfill' and 'Overfill' does? I check your configuration posted here and it doesn't explain
May I add an error is occuring when I start the server: [SEVERE] could not pass event PLUGIN_ENABLE to catacombs The plugins still works as intented, not sure why it does that message I run bukkit 1583 BTW, I love your Plugin :p
@blockhead
Exactly, the dungeon mobs are very much spank'n'run, I'd had hoped you'd want the bosses to stand out other than "God that zombie had 10 million hp"
I'm excited to hear you're taking my suggestion seriously, thank you :]
Another thing to possibly consider : Allowing item ID's with meta data to be entered into the loot table. Reason : Looting random potions as i go through the dungeon? Awesome.
@LordPhrozen Thanks for the input. Let me think about writing catacomb specific boss code.
Ironically "spam attack and don't die" on the boss would be in perfect keeping with the rest of the dungeon which tends to be just like that.
@Zombiemold Yes you are correct. There is a config file option for this, if you change it then secret doors will only work in dungeons (this also prevents the exploit). I've known about the redstone torch exploit since I first got the doors working, you'll see it's on the todo list (at the bottom because there is a work around). The fix I've been considering is to remove a torch from the players inventory to close a secret door (opening the door would not give the player the torch back either or players would get stacks of torches from each dungeon).
[One small note on the secret door is the piston has to be sticky and must be pointing upwards for the secret door to work]
This is what you need
@midnightorder82 Yes iConomy and all the major currency systems are integrated thanks to Nijikokun's 'Register' code.
The texture pack is Doku's 32x32 RPG pack with some custom textures for the things that have been added since I started using it.
Awesome plugin can't wait to test it out.
Does it work together with iConomy ?
and what texture pack do you use in the Youtube vids ? :P
@blockhead2 I'm familiar with mob arena, i run both your and that plugin on my server. The downside of MobArena, is the bosses don't need strategy to fight them. Spam attack. Don't die.
I was hoping that a quick shortcut such as a code merge with mob arena wasnt going to happen :/ I feel that would be selling this plugin short.
Cata has amazing potential as the definitive PvE plugin. As much as a code merge would be simple, and perhaps, a great starting point, I truly hope more effort goes into the boss creation than MA has.
Thanks for creating this wonderful plugin.