You could crank up the silverfish percentage pretty high, so that it's too dangerous for them to tunnel through the walls? Or, set your worldguard settings to deny breaking stone within the dungeon area, but allow other actions.
I have the whole world protected with /rg f __global__ block-break deny
Then I let the players have at it with the dungeon, and once they've reached the endroom I do the following:
/gm 3 (to be able to float quickly to the opposite corners outside the dungeons)
//pos1
//pos2
//expand vert
/rg d <regionname> <playername>
/rg f <regionname> -g owners block-break allow
Now what would be wicked sweet is if there were a command block for each of the dungeons that could write wg commands so that a player could claim a dungeon by pressing a button at the entrance, as well as being able to enable blockbreaking once the final dungeon is reached. Seems that it's already making dirty regions, a couple extra steps to gen a file for all the reigions would be possible, right?
I've discovered that, and have participated in its' discussion since my post here.
I can't find any consistencies from the crashes (haven't experimented with debug mode) that would demonstrate any constants beyond the three lines of code it references.
The issue occurs with both the default template as well as hard_mode template but none occured with treasure hunts at all.
Despite all the crashes, with persistence I'm able to deal with running it over and over again several times generating some 400 dungeons in a 5K radius world.
I opened the world today to my players, and watched (/gm 3) one go through the whole thing. I don't know who it was more exciting for; me or them.
That **** was some high drama! This is simply an amazing thing you've made.
I do want to ask for some suggestions with how to manage the dungeons, and maybe make a request.
My big concern with the dungeons is people just breaking all the traps, spawners, walls even in order to just get to the end of each dungeon, which would be lame. First idea was to /gm 2 all the players in that world, but that prevents breaking the sarcophagus' everywhere and prevent the ability to torch up areas safely.
So the second idea has been to just use worldguard region flag __global__ breakblocks deny but the problem lies here in that the sarcophagus' are not breakable.
What I am doing for now is just having the players notify me that they've reached the sarcophagus rooms so that I can go ahead and define a region that covers the whole dungeon and let them do what they want with it.
However an idea here if possible would be to have a switch or series of that would make up a code to open them all, something like mob heads placed in a specific pattern on a pedestal for example. and could announce that a player has just conquered a certain dungeon maybe?
For other server owners: How are you managing these dungeons to ensure players are able to navigate without being able to cheat in these dungeons?
Having trouble with this. Using Spigot 1.8.3 w/ Multiverse.
I created a new world using /mv create DungeonMC normal -s <seedname>.
Then i set a worldborder radius of 2500, and did /wb fill to pregen the entire map.
Finally, I unloaded it from the multiverse so that it was not in use.
Per instructions, the first time I ran mcdungeon interactive, I specified the default world to grab the data file needed and it terminated saying that no file could be found. Second time, I just left that option blank, and proceeded to use suggested ranges.
Could you have a peek and let me know if I've done something wrong?
EDIT: Okay, not sure why but rather than leave the chunk distance option blank, I specified 150 chunks which is just under my genned world radius by about 6 chunks, and that seems to have fixed it. HOWEVER, a new issue has arisen where it's crashed out after the 16th dungeon. Restarting the script again results in it crashing again on the first one at the same point. Below is the first crash.
Hey there. I'm having an issue where two of my players' skins (both from the same IP address) are showing the default Steve skin. It's been stuck like this for the last couple weeks, and I can't seem to figure out how to sort this out. Is there a way to force a player skin refresh?
Hey there. I'm having an issue where two of my players' skins (both from the same IP address) are showing the default Steve skin. It's been stuck like this for the last couple weeks, and I can't seem to figure out how to sort this out. Is there a way to force a player skin refresh?
Do recall that this is an open modding community. Everything you're getting is for free as it is. You should be grateful someone took the time and effort to make something like this and give it to others, to enhance their experience of the game. Not take a crap on them cause hey, they didn't make it exactly how you wanted it. If you would like a forge version of the minimap mod, why don't you just sit down, learn how to program and make it yourself exactly how you like.
Uh, read through this entire thread. Most people don't see logic of having to install liteloader AND forge to handle mods when one of them capably handles most of it just fine and the other is VERY limited with what mods are available.
Hope it's not a real disappointment, but I am not making a Forge specific version. Too much of what the mod does relies on liteloader, though regardless of that I don't want to maintain multiple versions. If there's any strange stuff that you think shouldn't be happening, report it so it can (maybe) be resolved!
Why so loyal to liteloader? If you don't want to maintain multiple versions, why not just abandon the modloader no one wants to use in the first place?
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Be nice to see this plugin get some love. I miss having it.
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Having a bit of trouble where enchanted shovels won't work. Unenchanted shovels work as intended.
Tried looking through the config but I cant make sense of it. I've deleted the config files to gen new ones and the issue persists. Using v5.2.2
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I have the whole world protected with /rg f __global__ block-break deny
Then I let the players have at it with the dungeon, and once they've reached the endroom I do the following:
/gm 3 (to be able to float quickly to the opposite corners outside the dungeons)
//pos1
//pos2
//expand vert
/rg d <regionname> <playername>
/rg f <regionname> -g owners block-break allow
Now what would be wicked sweet is if there were a command block for each of the dungeons that could write wg commands so that a player could claim a dungeon by pressing a button at the entrance, as well as being able to enable blockbreaking once the final dungeon is reached. Seems that it's already making dirty regions, a couple extra steps to gen a file for all the reigions would be possible, right?
0
I've discovered that, and have participated in its' discussion since my post here.
I can't find any consistencies from the crashes (haven't experimented with debug mode) that would demonstrate any constants beyond the three lines of code it references.
The issue occurs with both the default template as well as hard_mode template but none occured with treasure hunts at all.
Despite all the crashes, with persistence I'm able to deal with running it over and over again several times generating some 400 dungeons in a 5K radius world.
I opened the world today to my players, and watched (/gm 3) one go through the whole thing. I don't know who it was more exciting for; me or them.
That **** was some high drama! This is simply an amazing thing you've made.
I do want to ask for some suggestions with how to manage the dungeons, and maybe make a request.
My big concern with the dungeons is people just breaking all the traps, spawners, walls even in order to just get to the end of each dungeon, which would be lame. First idea was to /gm 2 all the players in that world, but that prevents breaking the sarcophagus' everywhere and prevent the ability to torch up areas safely.
So the second idea has been to just use worldguard region flag __global__ breakblocks deny but the problem lies here in that the sarcophagus' are not breakable.
What I am doing for now is just having the players notify me that they've reached the sarcophagus rooms so that I can go ahead and define a region that covers the whole dungeon and let them do what they want with it.
However an idea here if possible would be to have a switch or series of that would make up a code to open them all, something like mob heads placed in a specific pattern on a pedestal for example. and could announce that a player has just conquered a certain dungeon maybe?
For other server owners: How are you managing these dungeons to ensure players are able to navigate without being able to cheat in these dungeons?
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deleted.
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deleted.
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Having trouble with this. Using Spigot 1.8.3 w/ Multiverse.
I created a new world using /mv create DungeonMC normal -s <seedname>.
Then i set a worldborder radius of 2500, and did /wb fill to pregen the entire map.
Finally, I unloaded it from the multiverse so that it was not in use.
Per instructions, the first time I ran mcdungeon interactive, I specified the default world to grab the data file needed and it terminated saying that no file could be found. Second time, I just left that option blank, and proceeded to use suggested ranges.
Could you have a peek and let me know if I've done something wrong?
http://pastebin.com/sgJDnpKf
EDIT: Okay, not sure why but rather than leave the chunk distance option blank, I specified 150 chunks which is just under my genned world radius by about 6 chunks, and that seems to have fixed it. HOWEVER, a new issue has arisen where it's crashed out after the 16th dungeon. Restarting the script again results in it crashing again on the first one at the same point. Below is the first crash.
http://pastebin.com/3wGEUqk8
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Bump.
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Uh, read through this entire thread. Most people don't see logic of having to install liteloader AND forge to handle mods when one of them capably handles most of it just fine and the other is VERY limited with what mods are available.
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I'd take an inferior version to avoid having to use liteloader and so would a whole lot of others, from what I can see.
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Why so loyal to liteloader? If you don't want to maintain multiple versions, why not just abandon the modloader no one wants to use in the first place?
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Mehhhhh. Liteloader is slow and clumsy.
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