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.
Not sure if you are developing for 1.0 or not but... ran into a little bug.
Apparently, punching a block, above ANY sticky piston, activates them, OUTSIDE of any catacombs. Never had the glitch before, people are able to dupe redstone torches this way.
@LordPhrozen There already is a great plugin called MobArena that allows you to define waves and bosses in a very general way. I contacted it's author and wanted to see if it was possible to just use his API to generate the bosses. MobArena doesn't really have the API hooks for me to use it directly, so I integrated his boss code and added my own equivalent of his arena code so that the battle fits seamlessly into my dungeons. I'll seek his blessing on the code reuse before I release the feature.
So the answer is yes the battles are configurable.
@preachermanx
Yes there is a way to tell the planner which blocks to build through. If you look in the config.yml you'll see a list of the 'natural' blocks. Adding 'air' for example to this list allows you to build dungeons from a nice height without having to change all the blocks to stone first.
@EdwinRophe
I do just fill the whole region with stone when a dungeon is deleted. Unfortunately if you change a container (chest or dispenser) with a stone block it often crashes the minecraft client. So until this is fixed I simple skip the problem blocks, so they get left behind, which in turn means that these chests often block the creation of a new dungeon at the same location.
@lanuk
Currently either the whole dungeon is protected for everyone or it's entirely unprotected. There isn't a way at the moment to select this based on player or group. The only thing you can do is set the permissions for players/groups. The good news is that every command has it's own permission node, so you can be quite specific.
Is there a way to tell the planner to ignore the block type under you and just plan and build the dungeon? I would love to build the dungeon and then erect a structure around it, but I am having a hard time doing that without erecting a dungeon and then having to carve it out of rock.
Essentially I would like go up to a decent height and delete all blocks in a set amount around me, (with worldedit in this instance) and then create a dungeon there spanning all the way down to the ground. That way I can then erect my structure around it.
@lanuk
Currently the Catacombs are protected. The whole plugin works awesome reallly
@Blockhead2
Couldn't you just fill the whole area with Stone, then Regenerate based o nhe original specs a new dungoen in it's place (I am not sure why you need to clean up chests etc) they will just auto cleanup once there drop time runs out I would think .
Maybe thats to simplistic :-)
:O This is just what my server needs! There wouldnt be any way to protect the things so certain players (groups) cant break any blocks in them (if not already), would there?
Or perhaps make so that if a player breaks a block generated by your plugin, they die or something XD
Greetings, I just want to say thank you for this plugin, its giving minecraft more to do PvE wise. And honestly thats a wonderful thing. I come to understand that you're working on boss creatures, I think thats fantastic, but as a long time programmer, game designer, and video gamer, I just want to toss in my 2 cents.
When creating bosses, don't focus on giving bosses static abilities, focus on creating a skill creation method for players to use. And be able to tag multiple abilities to a boss.
-Skill type -radius -Effect -Name -Message -Frequency(in seconds)
For Example
Boss.name string Name of Boss Boss.location vector Vector based, or perhaps dungeon based locational spawn data Boss.Ability1 Boss.Ability2 Boss.Ability3 Boss.Ability4 Boss.AbilFreq1 Boss.AbilFreq2 Boss.AbilFreq3 Boss.AbilFreq4
Boss ideas, that i'd love to be able to use
Valok the Washer [Spider]
Ability1 - Hits a player for 3.1 times its normal damage (frequency, 10 seconds) Ability2- Spawns a web block where the current target is(frequency, 25 seconds) Ability3-Spawns a web block where all players in the boss room are standing (frequency, 80 secconds) Ability4- Starts the current target on fire (every 25 seconds) if boss.health < 20%
Magmaweb [Spider] Ability1- Starts target on fire (frequency, 13 seconds) Ability2- Everyplayer, Except target gets a web block spawned where they are standing (frequency, 32 seconds) Ability4- Fires an arrow at target, if hits, causes Poison(frequency, 60 seconds)
Grum the Impaler ( zombiepigman) Ability1- Hits player for 2.5 times normal damage(frequency, 13 seconds) Ability2- Hits player for 4 times normal damage(frequency, 40 seconds) Ability3-Spawns a water block directly under Grum, causing other players to be washed back. Ability4- Shoots an arrow at every player, dealing 2.5 times normal damage(frequency 30 seconds, as long as boss.health < 30%)
and so on and so on :3 Again just my 2 cents as one programer/gamer to another.
@SpoinkX12 Interesting. It doesn't really do any of those things at present. There is a problem (minecraft or bukkit bug) deleting chests and other containers at the moment, so dungeons don't really clear up very well after themselves. Once it's fixed and I can get the tidy up to work more fully this sounds like a good set of features to go on the list.
@Snazzie
Hey Snaz, I have done the same lol, i suggest a backup plugin. its worth having
@SpoinkX12
I was just thinking the exact same thing, even a commmand that would re randomizre them would be great. I can schedule the command to run at the console on an interval and that would save you having to write a scheduler
@Blockhead2,
Is there any way you can add settings to do any/all of the following?
a. Randomly generate a catacomb at a set interval of time b. Have a catacomb be deleted (and the players inside teleported out) after a player hits the finishing button. c. Provide a global message that a catacomb has appeared in the world (For the names of catacombs, perhaps you can just have it generate a name based on the size and style of the catacomb)
Is any of this possible/planned?
@Snazzie Ouch. 'unprotect' is pretty final. However there are ways to get it back that might be less effort than the whole build, but you'll need to put some effort in to it.
If you have a backup of the catacombs.db file under the appropriate plugin directory then things are easy. If you are running the latest version of the code 0.9 then I think all of the coordinates can probably be figured out from the maps directory and a single reference coordinate. If not you'll need to get the coordinates for each level and edit them into your existing .db file.
The info you'll need to gather for each level is:
If you can gather the 12 coordinates for each level the we can continue the discussions in mail and get you up and running again.
Hey, we're having a ton of fun with this!
So...I was an idiot and used the unprotect command. Is there any way to reverse it and get the dungeon back? The big problem is that the dungeon was placed inside a giant Sphynx and a giant maze to get to it. so if it's dead, the whole build is basically dead as well.
Either way - we love using it. Keep it up!
@Zombiemold A command to reload the config file is now on the to-do list.
@Zombiemold I'm not sure how potions are encoded yet, but catacombs supports byte codes for items and blocks. In the config file you can add things like wool:3 if you want blue wool blocks or items. The code numbers need to be in decimal rather than hex.
I think you can also give the item as a number rather than a name too. The item names/numbers are here: https://github.com/Bukkit/Bukkit/blob/master/src/main/java/org/bukkit/Material.java The byte codes as understood so far I think are here: http://www.minecraftwiki.net/wiki/Data_values#Potions
Any way to possibly use hex codes for items? I'd love to give away potions, and Bookworm books, but I am not sure I can.
Additionally, I would love to be able to reload the config in game, but I don't see the option to.
ive been looking for version #1488, where do i go to download it, and let alone run it?
Edit. Nevermind, i got it working :D thanks!
@Dragon94601 Thanks Dragon94601 for the detailed error trace. You're running with bukkit 1479 which was broken. Using #1488 (or #1506 as drorex points out) fixes this.