DungeonBuilder
Expand the capability of your world with player created dungeons. Design your dungeon, customize the behavior and publish it for other players to experience. Tap into advanced scripting functionality and trigger mechanisms to surprise users with unique features.
Features included:
- Creation of the basic dungeon shell or create a dungeon from existing landscape.
- Saving/Loading dungeon contents to provide a consistent experience to each adventurer.
- Spawn monsters as the player progresses through the dungeon.
- Create dungeon teleporters in convenient locations for players.
- Store your dungeons in one world and teleport to them from another with multiworld support.
- Rewarding players for finishing the dungeon with money, experience or loot.
- Control how the player interacts with the dungeon with flexible permissions.
- Go beyond basic functionality with advanced scripting support.
- Share your creations with other servers using exportable dungeon templates.
How-to Create and Manage Dungeons
Videos
Command Listing
Configuration
Permissions
Dungeon Queues and Parties
Scripting
GitHub
I've disabled comments on the main page because they were far too inefficient. I would like to encourage everyone to please use the forum feature to post their questions and comments. Thanks.
@Zimp_Minecraft
Hmm it seems that when I use the command it works. However I just had a player test run it and they still said monsters did not spawn. Some did however. I wonder if it has somthing to do with the fact that the dungeon is hovering over the air so some of their spawns may drop below the dungeon into the abyss or perhaps the fact that they load the dungeon but the monsters load faster so they fall threw or glitch out? Some report that they see monsters coming through the floor.
Could that be possible or is it probably just some spotty bug that could be related to Minecraft itself?
@HalestormXV
/spawnMonsters is just a debug command to test the monster spawns, you can run it at any time after the dungeon is created. There is also a /killMonsters command should you need it.
Your assumption is correct though, the default behavior is once you set your spawners they will spawn when someone enters the dungeon.
@Zimp_Minecraft
I will have to test that. I am not currently at home. Now should this command be run once all of the monster spawns are set up before the dungeon is saved/published? I thought that if you just place the spawners and then publish a dungeon they will auto-activate once someone enters. Or is this just to debug? Either way I will check it out once I get home.
@HalestormXV
That command looks correct, does the /spawnMonsters command properly spawn the monsters or does nothing happen?
@Unsoldiered
Currently that is not possible but I have been getting a lot of requests for party enhancements lately so things might change in future releases. I will try to keep your request in mind but you are welcome to open a ticket so I don't forget.
Not sure if I am doing this wrong but is using the enumeration for the creatures currently working? It seems that if I use them it does not work. IE if I use
/addMonsterSpawn SB_Zombies SILVERFISH Dungeon
Then I just had one of my players debug the dungeon. Saved and Published the monsters did not spawn. It didn't seem to work for the cavern spider either. Actually come to think of it. I dont know if any of the 1.8 mobs worked. Although I ran across the issue with vanilla mobs as well. Such as creepers.
I was going to put this in the issue tracker but it could very well be me. However the plugin does state that the spawn was created successfully.
This is the same user as Bushel - just my new name.
Hello, Thanks for making this plugin, this is awesome! I'm making a few dungeons for my server.
I have a question/suggestion: Is there any way to go into a dungeon without a full party?
For example, if I make a dungeon with a party of 1, I can can go into the dungeon but nobody else can. If I make a dungeon with a party of 3, I can't go into the dungeon by myself or with another, and I need exactly 3 people. I was thinking you could add a party-minimum party-maximum size instead of just one party size since some people might not want or need a full party and might want to do a dungeon with fewer people or by themselves.
Thanks!
Also, for the entrances, it might also be helpful to have multiple entrances to one dungeon, as well as one entrance to multiple dungeons. If you can make that work I told fireworks he owes you a snickers or something.
Thought so. I knew i read it somewhere just couldn't find it again. Thank you and keep up the awesome work. It is greatly appreciate and it is plugin "artists" I like to call them, like you that responds to the community that makes it that much better.
@Bushel
By default players will be unable to place or break blocks inside the dungeon while they are running it.
The only way they can get around that is if:
1. The dungeon has default permissions set to allow them to place/break blocks 2. or they are the dungeon owner
3. or superperms are not enabled and they are an operator (this might change in a future release)
4. or superperms are enabled and they were granted specific permissions
Quick question. I just made a dungeon it is tied to me and all that good stuff. I am about ready to publish it. I just want to make sure. Permission are built into it right? In other words no one will be able to break anything in that dungeon except for me correct? most they can do is flip some levers and stuff right? I think I read this in the documentation but I just want to confirm it. Or will I have to use something like WorldGuard to surround the whole dungeon in and just set myself as the owner of the region?
@GildedFox
The dungeons are pretty closely tied to their owners so the short answer is no, it is not possible to share dungeons in the sense that you are describing.
The long answer is: I will have to look at it and see what can be done.
Is it possible for two people to own one dungeon? I want to suggest this mod for my server, but am curious if I'd be able to work with someone else on the same dungeon after it has been closed off in bedrock. I would assume they could teleported in by other means, but it would be nice if two people could use the dungeon teleport commands for the same dungeon (or any other commands as they might not be working on it at the same time an need to save it). I looked through the documentation and didn't see a definite answer.
@zonedabone
Currently the logic wont work properly for multiple ones on the same entry site though I would wager it could be changed to what you are describing without too much work. I'll see what I can do.
Is there a way to hook multiple dungeons to the same entry site? We have a large server and need a way for multiple parties to do a dungeon at once. We're fine setting a copy up multiple times, but we need one trigger point.
@ChettFrost
Cave spiders should work, try using "CAVE_SPIDER" for the type argument.
You can actually use any of the values from this page: CreatureType
Looks like the documentation in the command listing is outdated.
@jdcoolha
I'm afraid I haven't spent any time with Groupmanager so I can't answer that off the top of my head.
Tanks for that nice PLugin. Can we have Cave Spiders ? *smile*
Heyo. How would I go about adding Dungeon permissions to Groupmanager in essentials?
@lawdac
You can find a copy of the plugin updated for 1.8.1 here:
Download Link
Basically the only change is I have added some support for permission wildcards. If you grant your users the permission "dungeonbuilder.*" they should gain access to every command.
I'll post an official copy of this update when the recommended build for 1.8.1 is out.
Hey Zimp, this seems like a great plugin, but I seem unable to get it to function with 1.8.1. I know it's still in beta for 1.8.1 support, but perhaps you could assist me in locating the proper location to input the permissions using Bukkit Permissions.
This is what my bPermissions looks like at this time:
Please note that I tried using DungeonBuilder prior to installing MV, so it doesn't appear to be a conflict with MV.