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 17, 2012@disciple218 Yes that's a good idea. It would be a possible option for the AdvancedCombat system. I'm not sure if anyone is using that?
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Posted Feb 16, 2012Firstly, absolutely LOVE this plugin! It has brought hours of enjoyment to my players.
What do you think of an option to make mobs tougher the deeper you go? :)
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Posted Feb 15, 2012@PureSpider Yes I'll add special blocks for the ceiling and floor as this is a common request that's been sent in before.
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Posted Feb 14, 2012@PureSpider:
I second that! I would also like to suggest a FloorBlock and CeilingBlock parameter as well where you could suggest what the ceiling and floor blocks are from the wall blocks. That way you could have the walls as smooth brick, the floor as cobblestone, and the ceilings as normal stone, for example.
Another suggestion: a parameter to have pillars evenly dispersed in a room if it past a certain size and height?
Krisfallion
@PureSpider
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Posted Feb 14, 2012Can you add or consider an option to mix some third block in, for example change 10% of my stone bricks to broken stone bricks?
Would be nice to have, I'm using worldedit to do this right now.
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Posted Feb 13, 2012@cyris69 There should be a file called plugins/Catacombs/Catacombs.db that is used to store all the dungeon info. If you have one of these take a copy and keep it safe. If sounds like you've lost write permissions to the file. If the file doesn't exist then it can be tricky to get the dungeon info back (although it probably can be figured out from your world and the maps directory if we can't fix it some other way).
You can also try moving Catacombs.db out of the way (this won't bring your dungeons back but should clear the errors after a new empty database has been created).
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Posted Feb 13, 2012I absolutely love this mod. I've never said that about another MC mod. It really is that good. I'm having fun again with MC. Keep up the great work, BH.
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Posted Feb 13, 2012My server crashed and it lost all dungeons that had been created but the structures and dungeons are there?
/cat list states there are none.
Getting this:
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Posted Feb 13, 2012I just want to chime and and state that this is the mod I have always been hoping for! Absolutely spectacular!
I have started playing with creating super huge dungeons and took these config settings:
catacomb:
Archway:
DoubleWidthPct: 100
Depth:
room: 4
Corridor:
Width3Pct: 100
Width2Pct: 0
Max: 15
Min: 6
Room:
Max: 20
Min: 8
CorridorPct: 20
RadiusMax: 100
I have also set the air as a natural block and the underfill and overfill parameters so I can create super tall dungeons starting up in the sky.
Does anyone else have any cool config.yml settings that they can recommend that can make giant dungeons that large parties of players can explore?
Thanks,
Krisfallion
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Posted Feb 13, 2012@SViking Yes the fix helped a lot with the monster spawns on the surface, and as you say it's nice with the dense forests still being dangerous places. The plan is to leave it just as it is. :-)
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Posted Feb 13, 2012@owlsandlions Are you using v1.4 there is a fix in it for the secret door problem.
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Posted Feb 13, 2012@glaivereinpald You can change the difficulty by changing the config file. More doors and fewer spawners make it easier (and the opposite makes it harder).
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Posted Feb 12, 2012Awesome! Thanks a bunch for fixing the fraction money loot award! :D
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Posted Feb 12, 2012HELP!!! The doors the secret doors the bottom down open just the top block opens.
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Posted Feb 12, 2012Ran into an issue placing torches. If the player is an 'op', then they can place and remove torches anywhere. However, non-ops can only place torches and remove them (if previously placed by an op) at select locations, at times preventing any torches in a room. Webs seem to be having a similar issue.
Edit: Seems to be the same for the mushrooms too, i.e., all of items listed in the 'Breakable' section of the config file.
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Posted Feb 12, 2012@Blockhead2
Yep, it was definitely the grass issue I was seeing. Works perfectly now...keeps the open spaces less cluttered, but makes for spooky caves and forests.
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Posted Feb 12, 2012Thank you for one of the plugins on my server.
If you would like to join feel free to check it out
75.172.57.81:25565
Definitely add a boss mob at least in the main room would make sense you could also make an option for how many main rooms.
Also a difficulty setting would be cool too a lot of the noobs cant hack it ; )
Thank you for your time to create this Plugin
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Posted Feb 12, 20121.4 download link ?
[edit] thx :)
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Posted Feb 12, 2012@dhertle76 The best way to prevent farming might be to use the dungeon reset timer and set it up so the dungeon only resets every few days (or whatever) rather than using the reset button.
Due to a bug in bukkit or minecraft the dungeons don't really delete cleanly (chests get left behind) so until this is fixed I don't want to use delete much.
An exclusion list might work well.
Thanks for the ideas and feedback.
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Posted Feb 12, 2012@SViking Yes it is meant to stop the mobs spawning on the surface over the entire world, but the check is very simple and so it doesn't do a great job. The code simply checks the spawn location and compares it to the highest block location for that column. This means if there is anything above the spawn location like the leaves of a tree or the top of a cave entrance or an overhead bridge or railway the mobs will still spawn.
It would be possible to make it more sophisticated but that's a little project in it's own right. [edit] Maybe they are spawning in long grass. I'll check this.
[edit] It looks like there was a small bug in this code (it was not related to snow and long grass). The issue is now fixed in v1.4 and you'll see a lot fewer creatures on the surface when you set this option and I release the new version (they will still spawn under trees).