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.
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Posted Jan 30, 2012Awesome plugin - my players love it to death. However, I think the latest bukkit RB broke something in catacombs. Torches can't seem to be placed inside anymore. There is no error message. Not quite sure what is going on. Is this something anyone else has noticed? I'll get on the debugging later on if it stays (perhaps an update to 1.1 is needed?)
My server is at damnation.eu if you wanna come by and have a look. No reg req'd for a look account.
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Posted Jan 29, 2012Hi there!
Great plugin... However, although you mention placing torches and when you hit spawners and it sends a message explaining that you should use them to stop spawners, I can't seem to place any in the protected areas.
The only other plugin working at the moment on my server is the Lethal Snowballs, so this isn't a conflict with that.
Maybe it is just something I am not doing so any confirmation would be appreciated.
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Posted Jan 28, 2012Can you make this amazing plugin use WorldGuard polygonal regions for protection and maybe craftbook/falsebook (and their secret swichtes/doors) for the secret doors?
Or is there a way to disable secret doors altogether (or make them not so secret and use regular levers and pistons instead)?
Also, can you add the option to write the Dungeons' maps to a file instead of the console?
Like a txt file named as the dungeon in the plugin's directory.
Edit:
Does
SecretDoorOff: truesetHiddenPctto0, effectively disabling all hidden doors?Edit 2:
Are dungeons fully reset (with webs, spawners and mushrooms) in the current version?
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Posted Jan 27, 2012Also... strange request... but you know the '/cat end' takes you directly to the end chest. Would it be possible to add a command to do '/cat end 1' (for example) to TP to each level chest? Reason being is that I'm really enjoying Catacombs mixed with MemoryStone, and I'm using a worldviewer to manually /tppos to each trapdoor so I can place a MemoryStone at the start of each level. It works really well for 60x60 sized Catacombs :D
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Posted Jan 27, 2012Hi again Blockhead2.
Catacombs v1.2 for CB 1.0.1-R1 appears to work for CB 1.1-R1 as well, the only bug I've found is that when you generate a new catacomb, ALL of the secret doors only go down 1 block when you hit them.
To fix this I've selected a region around the entire catacomb with worldedit and replaced all 76 (redstone torch ON) with 75 (redstone torch OFF). This appears to 'reset' the redstone torches.
Have you tried making all the redstone torches that generate underneath the secret doors into 75 instead of 76?
Or would a generated 75 remain in it's off state, messing it up more?
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Posted Jan 26, 2012@smbarbour Ah yes the scatter command. It was added to v0.7 but wasn't really solid until v0.8 when a bug teleporting to distant dungeons was fixed.
You call it like 'plan' but you add another number to the end of the command line to say how far away (max in blocks) from your current location you'd like the dungeon to be. The other difference is that scatter automatically does a 'build' when it gets a successful 'plan' report.
/cat scatter fred 2 13 1000For example this means build a dungeon 'fred' that has 2 levels, each no more than 27x27, within 1000 blocks of my current location.
Scatter tries several random locations for a dungeon before giving up so it usually finds a place to build something.
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Posted Jan 25, 2012I looked through the documentation (and a few pages of comments) but didn't see anything about the "scatter" subcommand. What does it do (and if it isn't functional, what is is "supposed" to do)?
Great job, by the way! This is one of the best plugins I've seen.
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Posted Jan 24, 2012@halfblooddjinn I agree and have noticed the pigmen are a little harder to stop spawning compared to the other creatures. The reason is I had to add code to make them stop spawning, almost all the other spawners stop naturally when you add torches around them. So obviously my stop-spawning code is a little different to Minecraft's. (you may also have noticed the wolves don't spawn often enough).
I think you need to place torches around the room as well as putting them next to the spawners for Pigmen (I just check the light level at the spawn location and cancel the pigman/wolf spawn if the light is high - there are no checks on the spawner itself).
You can use the config to reduce the gold players get, or zero out the chance of pigman spawners in dungeons if they are a balance problem.
No matter what I do players can always grind cash in the dark or dimly light rooms if they choose.
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Posted Jan 23, 2012@halfbloodjinn
I like that feature, I didnt really think it was a bug, but it does make the dungeons a little more un predictable which I LOVE. it makes it so ppl cant just AFK in a dungeon you know, gotta stay on your toes :}
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Posted Jan 23, 2012one thing i noticed as a glitch nothing major but when zombie pigmen are in there the spawners do not stop with torches maybe you could fix it with a future patch or maybe remove them because a few of my members stayed in the room and killed them for an hour just to rack up money
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Posted Jan 23, 2012Hey blockhead, glad to see you're getting ready for bosses :D
From the config, looks like were going to get some boss creation. hopefully we'll get some things like Temp buffs for the bosses. such as
ability:
BuffStr:
effect: INC_ATTACK
target: SELF
duration: 10 sec
value : 5
after: 5
BuffArmor:
effect: INC_ARMOR
target: self
etc etc
Would also be awesome for bosses to shout to nearby players soemthing custom, for each skill used
Such as : "Grumcore is angry... Grumcore.. SMAAASSSH!" when buffing his damage by 20 for 15 seconds (making the tank kite him around while avoiding hits.)
anyways, aweosme progress on catacombs :]
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Posted Jan 22, 2012@tappestry It doesn't look like ghasts and cubes naturally spawn from spawners so we'll need the code I mentioned.
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Posted Jan 22, 2012@tappestry Magma cubes and Ghasts I'll try and see if they pop from spawners. If not this will have to wait for my new spawner code.
Diamond blocks and diamond ore can already be loot in chests. The Bukkit names are "diamond_ore" (for the block you find deep underground) and "diamond_block" (for the blue block you get when you combine 9 diamonds). The full list of names is here http://jd.bukkit.org/doxygen/d9/db0/Material_8java_source.html
Yes monsters need configurable loot lists.This is a handy reminder because I'm currently writing the monster configuration and had missed out custom loot. Here's a taster of how it might look.
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Posted Jan 21, 2012Thanks for writing this, can you show me how so i can make some awesome algorithms too?!?!?!! LOLz. Hey Blockhead2, can I make a suggestion for your next release that will include bosses, if you can figure it out because I can't. Will you be able to set a config to allow magma cubes and ghasts, also diamond blocks,etc. I would really like to see a way to also customize the drops of the mobs in each dungeon that would be freaking awesome, right now I am trying to make this compatible with Mobs so I can set rarity of item drops its a little messy, I would ditch Mobs for this if the customization was there :) Just a couple ideas, see ya ltz
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Posted Jan 21, 2012@tappestry It looks like you might be using a development version rather than a stable/released version? The 'Need to implement' message is a note to me reminding me to write some more code before I release.
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Posted Jan 20, 2012also getting some error entity passes on mob death, that could be some coding I threw in tho to spawn magma cubes and ghasts, idk
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Posted Jan 20, 2012[SEVERE] Need to implent Dungeon.saveDB()
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Posted Jan 20, 2012@tappestry Which database save error? :-)
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Posted Jan 20, 2012Anyone know how to fix the database save error?
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Posted Jan 17, 2012Also... I'd love to show you a method of creating a Catacombs-friendly area! I found a way to get around all the ores being placed in the end-level chests! ;)
http://youtu.be/wF1jC8AjJh8