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 6, 2012Aha! That is actually really cool. I can use world edit to replace the ore deposits with stone for now in the chunks I plan to generate in... brilliant!
At least I know where it's coming from now, I was puzzled to say the very least! ;)
I understand why also it is hard to make a new catacomb where there was another. I tried to replace all ID:54 with ID:1 where an 8 level catacomb was and it crashed my client. I wish you the very best of luck finding how to deal with that cheeky bug! :D
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Posted Jan 6, 2012@raydarken I'm not sure how your are getting 1.0 in the console when using v1.2, but ignoring that for the moment.
Firstly I've added a proper check to v1.3 so that dungeons on worlds that no longer exist will get reported and then ignored (no crash).
Do you now have a solution to your problem? Either:
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Posted Jan 6, 2012@crash2323 There is one configuration option for the "hut" that will change it's type, but you can't control the fine detail of what goes in it. The 'default' hut has beds and benches etc. The 'small' hut is less well furnished, and the 'tiny' hut has no furnishings at all.
The current legal hut types are shown in this file from line 575. Dungeon.java This is the key to understand the symbols. Square.java
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Posted Jan 6, 2012@crowbars82 Thanks for the kind feedback.
You are talking about the "swept ore". It's a little known fact that all the naturally occurring ore that is displaced by each dungeon level is added to the end of level chest for that level. I can add an option in 1.3 to disable this.
This bonus ore will only get added to the dungeon when it's built (not during a reset) so you can reset the dungeon straight after it's been created as a work around for this issue.
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Posted Jan 5, 2012This is a fantastic mod! It will really keep my players interested in Minecraft. Thank you so much for this!
One question, is there a way to turn off the spawning of the workbenches beds etc that appear in the hut? I could not find anything in the config.yml.
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Posted Jan 5, 2012First of all... Thank you SO much for creating this plugin. It is absolutely awesome. I am working on a small server project at the moment (for myself and a few friends, as we've done everything twice now in Minecraft).
I am basically creating a similar system from the excellent dungeon crawler 'Legends of Yore', but for a Minecraft world. So far I have used many plugins, to name a few: Civilians, Bookworm, EcoCreature, Memory Stone... but the entire experience would be lost without your amazing work with being able to create fully customised, yet totally random dungeons, at will!
So far I have found your config.yml to be brilliant. It covers loads of things to tweak and change to my liking for forest dungeons, desert dungeons... with this plugin I can generate a few hours gameplay with a few commands! You sir... are a genius.
I have but only one humble request. Sometimes I may decide to have super-difficult catacombs with not much loot. When editing the line [EquipPct: 100] to [EquipPct: 0] it still places huge amounts of coal and iron_ore with various tools/weapons into the end level double chest. I have tried to add the line under the List: -coal:100:1 and -iron_ore:100:1 to see if it would overwrite the existing contents but it does not. Is there a setting I can add to the config.yml to prevent these additional items being added to the Medium:chest?
I also thoroughly concur with everyone who has posted "Keep up the great work!" as it is indeed... fantastically great!
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Posted Jan 5, 2012@Blockhead2
Thanks for the help, you were absolutely correct. I had changed the world name but kept everything else the same, and that's when the error started. I would post the log but I'm confident it is the same.
Thanks for your response and creating this plugin, I'm a huge roguelike fan and love random dungeons. :)
Keep up the great work!
edit: maybe I am using cat 1.0, will have to double check. Thought I had installed the latest.
edit2: verified using cat 1.2, still same error mentioning 1.0. strange.
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Posted Jan 4, 2012@raydarken It looks like this is a pure Catacombs bug and isn't related to your other plugins. It appears to be tripping up over the world name in the catacombs database file. Might a dungeon have been built on a world that doesn't exist any more? Did you change world name?
Try Catacombs v1.2 and send me another paste of the error report so I can add a better error message and prevent the crash.
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Posted Jan 4, 2012@rythar Many thanks for the handy error report. I don't let off much TNT on my server :)
It looks like there is an issue in v1.2 when TNT damages players so I've added the required extra check to version v1.3.
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Posted Jan 4, 2012Getting an error message: http://pastebin.com/sxzFbwaX
May be related to other plugins i have installed because i did not see this error until recently. 2 catacombs already created but all commands give the same 'null pointer' exception.
Problems may have started after I installed permissionsbukkit (latest)
Will be happy to provided more info if needed.
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Posted Jan 4, 2012Anytime tnt is lit my server gets restarted with this in the log and im no place near a catacomb.
[SEVERE] Could not pass event ENTITY_DAMAGE to Catacombs
java.lang.ClassCastException: org.bukkit.craftbukkit.entity.CraftTNTPrimed cannot be cast to org.bukkit.entity.LivingEntity
at net.steeleyes.catacombs.Monsters.monsterHits(Monsters.java:136)
at net.steeleyes.catacombs.CatEntityListener.onEntityDamage(CatEntityListener.java:115)
at org.bukkit.plugin.java.JavaPluginLoader$64.execute(JavaPluginLoader.java:713)
at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62)
at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
at net.minecraft.server.Explosion.a(Explosion.java:147)
at net.minecraft.server.World.createExplosion(World.java:1523)
at net.minecraft.server.WorldServer.createExplosion(WorldServer.java:226)
at net.minecraft.server.EntityTNTPrimed.explode(EntityTNTPrimed.java:88)
at net.minecraft.server.EntityTNTPrimed.w_(EntityTNTPrimed.java:66)
at net.minecraft.server.World.entityJoinedWorld(World.java:1253)
at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:107)
at net.minecraft.server.World.playerJoinedWorld(World.java:1235)
at net.minecraft.server.World.tickEntities(World.java:1142)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:518)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
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Posted Jan 4, 2012@JDraugr Giant chambers mixed with passages yes, but Catacombs isn't a worldgen type plugin so it can't generate a continuous dungeon across the entire map. For this you'd need a plugin that generates connected dungeons in small sections like Notch's stronghold generation.
No dragons sitting on piles of treasure yet (because bukkit doesn't have the hooks yet to do this) but I for one would like to see this when the bukkit API allows.
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Posted Jan 3, 2012Hi.
I recently got back into Minecraft and will be installing a new Bukkit Server. I stumbled upon this plugin and was immediately excited at the idea of randomly generated dungeons. What I wanted to ask is this. Is it possible to have a giant set of cavernous chambers and passeges mixed with man made dungeons that span the entire world beneath the surface?
My vision would be to have a huge underground cavern/dungeon complex similar to D&Ds Underdark. I would really love to see such an idea within Minecraft. Perhaps multiple entrances may be stumbled upon throughout the surface world that lead to areas of the underground labyriths.
One last question. Is the dragon included in this plugin so that herores may stumble across a dragon in it's lair?
Thanks John
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Posted Jan 3, 2012(chants)
Bosses...bosses...bosses...bosses....
=]
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Posted Jan 3, 2012@Blockhead2
Oops, I'm running version 1.0, sorry for wasting your time. Also, I discovered the reason my skills from mcMMO weren't going up is because mobs from spawners are exempt. Otherwise, I would assume people would just sit at spawners to max our their skill levels.
At any rate, UPGRADING NOW!! :) Thanks again!
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Posted Jan 2, 2012Thank you, this is good solution, ill write cron job to do this every few hours, and remove reset button in catacombs. I am happy now =)
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Posted Jan 2, 2012@MechanID Apologies but the style is server wide (not even per admin like you'd expect) so the only way to do what you need is
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Posted Jan 2, 2012Hello, when i use
this affects all catacombs, and after reset all catacombs will have loot in chest in "bigstyle" is there any way to set style to each catacomb ? so small catacombs will have different loot then big one.
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Posted Jan 2, 2012@Blockhead2
Fair enough. Thanks Blockhead2!
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Posted Jan 1, 2012@Crazdale In theory it's possible to un-cancel the torch placing event that Factions has cancelled. However to maintain compatibility with as many other plugins as possible if an event has been cancelled by another plugin I leave it alone. In other words I could, but I wont. :) I think you are best asking the Factions author for a new feature or workaround to allow torches to be placed in warzones.