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.
Im getting a weird gitch where it will not let me build one catacomb and then i have to reload the plug ins for it to let me build another one. Also when i use the /cat end <name> command it drops me into the middle of the ground and not in a room at all.
@lawliet555
Yes I may have to do this. One file per dungeon. The original idea was to save the maps into the sqlite database, however when I tried to get the map info back out of the database this evening I ran into some more sqlite limitations (I'm starting to wish I'd stuck with mysql).
For the map I would like to recommend that instead of printing them to the logs that you have it create a separate file. That way bigger servers with massive Logs do not have to go searching through them if they want the floor plan but instead just go to a convenient file with all of them in it.
Thx
Sayomie
@lawliet555 Yes no problem the list of names used is below (I use the craft bukkit names for all the materials, case doesn't matter, id numbers also work). http://jd.bukkit.org/apidocs/org/bukkit/Material.html
This is one combination I used for debug.
The details are included in the release notes for v0.7 but you are right I've not put them anywhere else [note to self: tidy up the configuration page and add this link]
If you get the name wrong you should see an error in the console as the server starts up.
I am trying to use Stone Bricks and am getting the error "Exception trapped java.langNullPointerException " when i try to make a cat. Is there a special name you use for stone bricks and would bit be possible to get a list of the names that you use for materials in your plugin.
Thx
Sayomie
@danielcooke1 Turn the plugin off (by removing it from the plugin directory) and double check it's related to Catacombs. This will get you going again.
If it is you can rename the plugins/Catacombs/Catacombs.db and it will create a clean database and start the protection again. Post the Catacombs.db you had somewhere and I can take a look.
I installed catacombs, and build one in my server....now me and other players can no longer build anywhere on the whole map! Need help deperately to solve this.
@Astaen
It's basically Dokus' excellent RPG texture pack, with some custom textures for the blocks that have been added since I started using it.
Useless question: What's the texture pack on screens ? x)
@cadwal86 What sort of problem are you having with the traps?
What type of blocks is your dungeon made out of? If it's cobble and mossy cobble there is very little that can go wrong with the secret doors. Under the floor all you need is a sticky piston that's pointing up and a redstone torch (if closed) or any block below that (if open).
@cadwal86 The dungeon won't build if the stairs didn't spawn. If you are having problems with the secret doors then you'll be lucky to find the stairs. They will be marked as 'D' for Down on the ASCII map that is printed in the console when the level is generated.
After watching the video of how a catacomb is supposed to be I feel like none of the stairs spawned in my catacomb.
So I recently updated to the most recent version and it'd seem I have a couple of issues with the traps and secret passages.
I am able to access the dungeon, user doors and chests. But when it comes to switches, I cannot activate traps. Also, I cannot seem to access any of the secret passages.
It would be nice if there would be a config option to reset catacomb after given time( lets say 1 hour) after catacomb has been looted.
@Blockhead2
:D Thanks, I will test each and every single one of me to see the best to my liking :D
@Zombiemold It would be tricky to try and protect catacomb doors and chests from all the different flavours of world protection schemes available. Look at the protection plugin you are using and see if there is a way you can set up a region that stops players taking ownership.
@FitShuck
The problems is I now need the mechanism to work with any block for when dungeons are made from smooth_bricks or whatever. An alternative might be for me to change to code to check more carefully that the piston isn't wired up to anything. Or maybe I need two mechanisms one for inside and one for outside (not a fan of this idea).
@kahlilnc Current options are default, small, tiny, pit, medium, large
What other kind of hut types are there?
Can you please make an option in the configuration where we can set which types of blocks set off the Sticky Piston hidden doors, or an option to set it back so only cobblestone works for the hidden sticky piston doors.
I understand I can turn off the doors outside of the catacombs, but I like the option of having it on outside catacombs so people can build their own hidden doors but only with cobblestone as to not messing with other sticky piston creations.