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 Feb 2, 2012@OriginalMadman Fractional cash and a more obvious button. I'll add these to the list.
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Posted Feb 2, 2012@PureSpider There is already an option to control this. :-)
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Posted Feb 2, 2012This is a great plugin, and I really can't wait to see where it is going :D
If I may make a small request: working fractions of money for each mob killed - and different money for certain mobs would be a wonderful addition. Now I put it at the lowest (0 to 1) for each kill... But it is generating a bit too much for the economy anyway.
Another suggestion. A lot of players have a hard time seeing the reset button - at least with default texture packs. It would be great if it could be on another block so it is clearly seen. Too many times they miss it and we have to help them reset.
Thanks for a great plugin :D
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Posted Feb 2, 2012Thank you for your continued efforts to make this already awesome plugin even better!
Can you make an option so you can also prevent webs from being destroyed?
Or would that be too much work to do?
I see webs as a vital part of a dungeon so one shouldn't be able to destroy them for good, in my opinion :|
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Posted Feb 2, 2012@manwitchjoe You can use the bukkit names for the blocks. This is what I use for smooth brick and mossy smooth brick. As you probably know the spaces are critical in the .yml file
This full list of names is here http://jd.bukkit.org/doxygen/d9/db0/Material_8java_source.html I'm using bukkit's block name code so I think you can also use the block ID numbers (but I've not tried this too often).
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Posted Feb 1, 2012How do you change what the dungen is made of I tryed to enter the item ids for stone brick and mossy stone brick but it didn't work.
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Posted Feb 1, 2012@ThePeopleClan Initially the torches need to be on so that the doors are closed. Try v1.3 and see if that resolves the problem, I've made some changes to the order things are created in.
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Posted Feb 1, 2012I've released v1.3 in an attempt to fix the secret door problems people have reported (I haven't been able to re-create the problem so please let me know if the changes have done the trick).
This release also uses a new database structure. The conversion should happen automatically when the plugin is run for the first time, again let me know if you have any issues with your older dungeons.
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Posted Feb 1, 2012@Blockhead2
It is definitely the problem. I used world edit to replace all redstone torches on state (74) to redstone torches off state (75). Once I did that the trapdoors work fine. So it must be that the torches are spawning in on state by mistake.
Hope this helps.
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Posted Feb 1, 2012@ThePeopleClan The redstone torch/secret door problem is the one that most people appear to be running into. The clues you included in your message are handy. I didn't respond because I haven't recreated it yet or found a fix.
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Posted Feb 1, 2012@Blockhead2
Sorry if this may seem rude but why did you not answer my question?. You can clearly see it. Or are you already working on changing the red stone torches from on state to of state as that seems to be the problem.
Thanks.
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Posted Feb 1, 2012@PureSpider There is an option in the config file to stop the spawners from being destroyed, but not the other blocks.
Current priority is to release v1.3 to try and resolve some of the secret door problems people are seeing. Then boss mobs in the final room is next.
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Posted Jan 31, 2012Hi. Was really looking forward to this on my Bukkit server. But sadly it won't work for me. When it creates the dungeon trapdoors don't work and from the acees ladder you can only enter like 2 rooms. Any ideas what's going on?
After some time I can report that the pistons must be glitching. As some trapdoors reveal one blokc and if I use worledit to remove the 1 block underneth there is a piston exposed. So I think that the pistons are not creating trapdooras properly for me.
hmmm i just read an early post by someone saying that since 1.1 the trapdoors dont work casue of restone torches. Let me try what he says to do.
Bukkit 1.1 Rec Build Using catacombs v1.2
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Posted Jan 30, 2012Thanks for the clarification!
Is there a way to atleast protect webs and spawners from being destroyed (I don't care about mushrooms too much)?
Maybe a config option or such?
May I ask what's on the top of your priority list at the moment? :]
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Posted Jan 30, 2012@OriginalMadman Good to hear your problems were with bukkit rather than Catacombs.
Changing the config file to build a dungeon from different blocks is working (as expected - as far as I know).
I've tried different kinds of smooth brick, wool, wood recently and all is good. You can't build from blocks that pistons can't move (obsidian, melon, pumpkin, cake etc) and expect secret doors to work, and your dungeon will collapse if you build it from sand, gravel, but what the hey.
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Posted Jan 30, 2012@PureSpider Don't hold your breath waiting for the 'rebuild' option. It's been on the cards for a while but hasn't got near the top of my priority list yet.
Hut type can be 'default', 'pit', 'tiny', 'small', 'medium', or 'large'.
There is a special room percentage in the config file that will give more or fewer special rooms (I usually turn corridor percentage down too to get more special rooms).
I understand why you might expect webs/mushrooms/spawners destroyed in an active dungeon to be replaced, but they aren't (it's just the way the code is written). Currently, once the dungeon has been built the code never refers back to the blue-print/map, in fact up until very recently it didn't even save the map. As of today the map is saved but it never refers to it once the build is complete (I save the maps to allow me to enhance this in the future).
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Posted Jan 30, 2012Thank you for the reply!
May I ask for when are you planning that dungeon rebuild option?
How can I use different hut types and how can I configure how many/which special rooms are used for the dungeons?
Edit: I get why edited blocks don't get reset but those should only be the blocks changed while the dungeon is suspended, right?
Like if a player destroys a web (when the dungeon is in active state), I would expect that web to be rebuilt on a reset.
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Posted Jan 30, 2012Update! Was the bug present in Bukkit 1.1 R2. I upgraded to R3 now and catacombs work fine again. Thanks for a fun plugin :)
Btw, I remember having problems changing to other blocks than cobble (namely stone brick) - is this going to be fixed/possible?
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Posted Jan 30, 2012I've been away for a few days. It sounds like there might be an issue with secret doors in the latest version. I'll look into it and get back to you. Thanks for your patience.
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Posted Jan 30, 2012@PureSpider Setting HiddenPct to zero is the best way to turn the secret doors off. You can also use SecretDoorOff true but this is a bit more drastic and I've not tried it for a while, it might turn some other things off too.
Dungeons maps already go to a file in the map directory under the catacombs directory.
Webs, spawners, Shrooms and any other blocks you've edited don't get repaired during reset. This is a feature to allow folk to customize their dungeons, but the plan is to have a stronger reset (called rebuild) that will do a full rebuild.