.. _configuration: ======================= Configuration Reference ======================= Configuration files are where most of the customization for MCDungeon happens. Config files are kep inside the ``configs/`` folder. A good place to start is to copy the ``default.cfg`` file and open it with your favorite text editor. There are also some sample configurations in the ``example_configs`` folder. Configuration Sections ====================== The config file follows the common "INI" style format with sections and key: value pairs. .. index:: single: configuration section; dungeon [dungeon] --------- This section holds some basic parameters for the dungeon. .. glossary:: loops This is the percentage of loops in the dungeon. At 0%, each level of the dungeon will be nearly linear, with a few branches, but never any loops. At 100% you will basically get a grid with every room connected all of its neighbors. For best results, keep this < 30%. Note that certain room types (rooms larger than 1 tile) will also affect the number of possible loops in a level. min_dist Minimum distance (in chunks) from the spawn chunk for the automatic placement algorithm. max_dist Maximum distance (in chunks) from the spawn chunk. The actual max distance will be the minimum of this value or the edge of the world. maximize_distance (True or False) This will attempt to place multiple dungeons as far away from each other as possible given the min/max values above. Setting this to False will ignore distances between dungeons when selecting a location, and give a higher probability of two dungeons appearing right next to each other. offset (X, Y, Z) Provide a location offset in blocks for the NW corner of the dungeon. If set, the dungeon will not be buried, but will be rendered at the coordinates you specify. .. seealso:: :option:`--offset <-o>` force_bury (True or False) Attempt to calculate Y when using offset. .. seealso:: :option:`--force-bury` tower For tower type entrances, this is the extra hight of the tower in blocks. ruin_ruins (True or False) Setting this to False will turn off any attempt to ruin towers and surface buildings. doors Percentage of doors to be placed. torches_top torches_bottom Percentage of torches to be placed on a level. The frequency of torches will be scaled between torches_top and torches_bottom from the top level of the dungeon to the bottom. torches_position Position of torches on the walls. 1=low, 2=middle, 3=high chests This is the density of chests per 10 rooms per level, rounded up. For example, a value of 2 will place five chests per level in a 5x5 dungeon. (25 rooms, 2 chests per 10 = 5 chests) 1 would place three chests per level in a 5x5 dungeon. double_treasure (True or False) When set to True, places two max tier chests in treasure rooms, instead of one. Good for harder dungeons being raided by a group of adventurers. enchant_system The enchant system decides which kind of enchantments can appear on which kind of items. (magic_items.txt excluded.) Possible values are: * table+book All legal enchants achieved with an enchanting table or an anvil with enchanted books. * table Only enchants that can be achieved with an enchanting table. * extended As table+book, but weapon enchantments (Sharpness, Smite, Bane of Arthropods, Knockback, Fire Aspect, Looting) can also appear on pickaxes, shovels and axes. * zistonian As Extended, but weapon enchantments can appear on any item that is not normally enchantable. e.g. Signs. This allows the creation of "Zistonian Battle Sign" type items. .. warning:: Because these do not lose durability when you attack, this is considered extremely overpowered. * anything Complete madness: any enchantment can appear on any item. You probably don't want to use this value. spawners Density of random monster spawners placed 10 rooms per level. This works like chests. hidden_spawners (True or False) Hide the randomized spawners behind walls. This will not affect any extra spawners placed by room features or treasure rooms. SpawnCount SpawnMaxNearbyEntities SpawnMinDelay SpawnMaxDelay SpawnRequiredPlayerRange Custom spawner settings. These values will be used for all spawners but can be overridden by values in the YAML file, if provided. The example settings are the defaults. (Uncomment to change.) For more information see: `Spawning_behavior `_ treasure_SpawnCount treasure_SpawnMaxNearbyEntities treasure_SpawnMinDelay treasure_SpawnMaxDelay treasure_SpawnRequiredPlayerRange Treasure Room spawner settings. As above, but only applies to spawners in the final treasure room. fill_caves (True or False) Fill caves will fill in caves under and around the dungeon in an attempt to concentrate random monster spawns inside the dungeon. In most cases this will result in many more random mobs spawning inside the dungeon. .. warning:: Using this will make your dungeons take up a lot more surface area. You won't be able to place as many dungeons, and in small areas maybe none at all. If you have this turned on, and are unable to place any dungeons, try turning this off. exit_portal (True or False) Setting this to true will create a teleporter in the treasure room that will teleport a player to the surface. Works in vanilla Minecraft with command blocks. .. note:: You must have command blocks turned on for this to work! structures Player structure detection. This is a list of blocks that are considered to be player structures. Any chunks that contain these types of blocks will be excluded from the location algorithm. By default, these are essentially light sources. The thought being that any structures you care about will be lit. This list will shortcut at the first match, (ie: once a block matches, we won't bother checking the rest) so for maximum efficiency, order this by most common blocks first. The more blocks you list here the slower the initial terrain pass will be. These names should match the names in ``materials.cfg``. To disable this feature, just leave this blank. Example: .. code:: structures: Torch, Glass, Wooden Door .. warning:: If you change this, you need to delete the chunk cache in your world maps folder. Delete the "mcdungeon_cache" in your world folder if it exists. river_biomes This controls whether or not a chunk is excluded from dungeons placement due to its biome content. River_biomes will exclude a chunk if it is more than 20% composed of a listed biome ID. If you want to turn this feature off just set this to -1. Example, count river and frozen river biomes as river biomes. .. code:: river_biomes: 7, 11 .. warning:: If you change this, you need to delete the chunk cache in your world maps folder. Delete the "mcdungeon_cache" in your world folder if it exists. use_incomplete_chunks (True or False) Defaults to False. Change this option to True to force mcdungeon include incomplete chunks in dungeon placement. These chunks are normally excluded because they can cause unexpected results, even crashing MCDungeon. It is included as an option because some map generation methods may not properly mark chunks as complete. Use only as a last resort. .. warning:: If you change this, you need to delete the chunk cache in your world maps folder. Delete the "mcdungeon_cache" in your world folder if it exists. ocean_biomes This controls whether or not a chunk is excluded from dungeons placement due to its biome content. Ocean_biomes will exclude a chunk if the most common biome in the chunk is one of the listed biome IDs. If you want to turn this feature off just set this to -1. Example, count ocean, deep ocean, and frozen ocean. .. code:: ocean_biomes: 0, 10, 24 .. warning:: If you change this, you need to delete the chunk cache in your world maps folder. Delete the "mcdungeon_cache" in your world folder if it exists. secret_rooms Percent of secret room that will be generated (0 - 100). Secret rooms have quite a few restrictions, so set this high if you want to see them. In general they will only appear in 1x1x1 rooms that have one hallway connected. If you set loops high, you'll get fewer secret rooms because you will have fewer rooms that are dead ends. maps This is the percent chance a map will be generated for a level. The map will be placed in a random chest on an upper level (if one exists). mapcolor When the above map items are generated, the item sprite will have scrawlings of this color. Give a hex RGB value. paintingcolor As above, but for paintings items. .. seealso:: `Custom Paintings`_ mapstore mapstore will provide an alternate world in which to store your dungeon maps. If you're playing vanilla, don't worry about this. If you're using Bukkit with multiple worlds (like multiverse) set this to the name of your primary world. This can also be set on the command line, or in interactive mode. .. seealso:: :option:`--mapstore` wall secret_door floor subfloor These set the materials to be used for various surfaces. You can choose most block names in ``materials.cfg`` or some special "meta materials" that offer more variable blocks. .. cssclass:: table-bordered ========================== === meta material description ========================== === meta_mossycobble Cobblestone with veins of moss. meta_mossystonebrick Stone bricks with random cracks and veins of moss. meta_stonedungeon Changes as you go deeper. Starts as something like mossy stone bricks and turns to cobble and mossy cobble as levels get deeper. meta_decoratedsandstone Mostly regular sandstone with random smooth stones and horizontal bands of "chiseled" sandstone. meta_decoratedredsandstone As above, but using the red sandstone variant. ========================== === chest_traps Percent change chests will be trapped. See `[chest traps]`_ skeleton_balconies Skeleton balconies appear in tall circular pit rooms. This is the percent chance a balcony will appear if the conditions are right. These only appear in pit rooms that are >= 3 deep and have exactly two adjacent halls. If your dungeon is less than **four** levels, you will not see these. sand_traps This is the chance certain pit rooms will be rigged with falling sand traps. There are a number of restrictions on which rooms can contain these, so setting this fairly high will still result in relatively few rooms depending on your config file. To contain a sand trap a pit room must be > 1 level high, and only the top most level in a pit can contain a sand trap. silverfish This is the percent chance any stone, cobblestone, or stone brick block will be replaced with a silverfish equivalent. You can use this to discourage tunneling through walls and floors (if your walls and floors are mode of stone, cobblestone, or brick) Dungeon Features ---------------- These sections control the probability of a particular feature showing up in the algorithm. Each name is followed by a weight that determines the probability that feature will be chosen relative to the others in the list. These numbers do NOT need to add up to 100. They are only relative to each other. For example, a weight of 40 is twice as likely to be chosen as a weight of 20. These numbers are also not hard, they simply weight the probability of the randomizer. A very low weight may still occasionally be chosen more than a high weight, it's just unlikely. A weight of zero means that feature will never be chosen. For example, here Basic will appear about about 25%, Square 25%, and Round 50% .. code:: [rooms] Basic: 5 Square: 5 Round: 10 .. index:: single: configuration section; rooms [rooms] ....... Each chunk of the dungeon will contain a room. Some rooms will take up more than one chunk and/or level. .. cssclass:: table-bordered ===================== =========== Room Name Description ===================== =========== Alcove A room with a small alcove on one end. Basic A square room 1x1 chunk in size. Basic2x2 A square room 2x2 chunks in size. Corridor Corridors are basically hallway intersections. Circular 1x1 circular room. Diamond A diamond shaped room with extended hallway entrances. Pit A pit is 1x1 but may be several levels deep, and possibly contain lava or cactus traps. CircularPit Circular version of the pit. SandstoneCavern 1x1 sandstone cavern. SandstoneCavernLarge Between 2x2 and 4x4 in size. NaturalCavern Natural caverns use the existing terrain for walls. NaturalCavernLarge Cavern Stone version of cavern. CavernLarge CellBlock 2x2 square room containing a locked puzzle and treasure. GreatHallNS 2x1 room running north/south and two levels deep. GreatHallEW Same, but running East/West. ===================== =========== .. index:: single: configuration section; halls [halls] ....... Hallways connect rooms. Hallways will always be the same width or narrower than the rooms they connect. .. cssclass:: table-bordered ========== == Hall Name Description ========== == Single A hallway 1 block wide. Double Two blocks wide. Triple Three blocks. Four Four blocks. Ten Ten blocks. ========== == .. index:: single: configuration section; hall traps [hall traps] ............ .. versionadded:: 0.14.0 Hallways may contain a trap. All traps have min/max requirement for length and/or width of the hallway, so the chances of seeing a particular trap depend on your distribution of hallway and room sizes. .. cssclass:: table-bordered ================== === Trap Name Description ================== === Blank No trap. ArrowTrap Floor plates trigger projectile traps in the walls. Minimum hall width is 2. Trap contents are chosen from `[projectile traps]`_ ExplodingArrowTrap A malfunctioning version that triggers TNT in the floor. LavaTrap Floor plates open a trap door into lava. Can only be 1-2 blocks wide. Portcullis A working portcullis. Minimum width is 3. ================== === .. index:: single: configuration section; floors [floors] ........ Floors modify the flooring of a room. .. cssclass:: table-bordered ===================== === Floor Name Description ===================== === Blank Leaves the floor unmodified. Cobble Cobblestone floor. BrokenCobble Cobblestone, but in a random broken pattern. WoodTile Oak, and oak planks in a checkerboard pattern. MixedWoodTile Different wood planks in a checker pattern. CheckerRug Different colored wool floor in a checker pattern. RadialRug Three colors of wool in a random symmetric pattern. BrokenCheckerRug CheckerRug, but in a broken pattern. BrokenRadialRug RadialRug, but in a broken pattern. CheckerClay Different colored clay floor in a checker pattern. RadialClay Three colors of clay in a random symmetric pattern. BrokenCheckerClay CheckerClay, but in a broken pattern. BrokenRadialClay RadialClay, but in a broken pattern. DoubleSlab Double stone slab flooring. BrokenDoubleSlab DoubleSlab, but in a broken pattern. Mud A mix of dirt, farmland, podzol, soul sand and water. Sand A mix of sand and gravel. StoneBrick A mix of stone brick and moss. BrokenStoneBrick StoneBrick, but in a broken pattern. StoneTile A checker pattern made of types of stone. BrokenStoneTile StoneTile, but in a broken pattern. ===================== === .. index:: single: configuration section; features [features] .......... Features fill or modify a room. .. cssclass:: table-bordered ===================== === Feature Name Description ===================== === Arcane Draws strange patterns on the floor with redtsone. Blank Leaves the room empty. Cell Draws a prison cell with random walls and gates. Chapel A small chapel with pews, a rug, and an altar. CircleOfSkulls A gruesome circle of impaled skulls. ConstructionArea The room in unfinished or under repair, and contains scaffolding, tools and raw materials. Columns Columns made of random materials. Chasm A large crack in the floor leading to the level below. Dais A raised platform in the center of the room. Farm An abandoned subterranean farm. Forge An old forge. LavaChasm A lava filled chasm. Mushrooms A moldy room. Sometimes a fairy ring. Pool A shallow pool in the center of the room. River A water filled chasm. MessHall An old dining hall with a long table and chairs. WildGrowth A room overgrown with grass and vines. May contain killer rabbits. WildGarden Like WildGrowth but wildflowers can appear. ===================== === .. index:: single: configuration section; stairwells [stairwells] ............ Stairwells connect floors. There will be exactly one stairwell between each floor. .. cssclass:: table-bordered ===================== === Stairwell Name Description ===================== === Scaffolding A temporary wooden way down. Stairwell Basic stone strairs. TowerWithLadder A small enclosure with a ladder. TripleStairs Fancy stone stairs. ===================== === .. index:: single: configuration section; secret rooms [secret rooms] .............. Secret rooms are hidden rooms with awesome stuff. See ``secret_rooms`` in the ``[dungeon]`` section. .. cssclass:: table-bordered ======================= === Room Name Description ======================= === SecretAlchemyLab An alchemy lab with a chest, book shelves, and brewing stand. SecretArmory An armory filled with weapons and armor. It will contain one magic item, and might be guarded by a special mob. SecretEnchantingLibrary Contains an enchanting stand and a witch. The deeper it is found, the more book shelves it will contain. SecretSepulchure The burial place of a noble. May contain valuables and emeralds. SecretStudy An old dusty study with books and a chest. SecretShop A hidden shop with unique trades. See `Custom Shops`_ to customise the shops. ======================= === .. index:: single: configuration section; entrances [entrances] ........... These are placed on the surface over the entrance room. Entrance lists can be specified per biome. For example, the oasis might look good in a desert, but not so great in a jungle. To specify a biome list, format the tag like this:: [entrances.biomeid,biomeid,...] You can list as many biome IDs as you like. If no list exists for a specific biome, the default list will be used. Biome IDs can be found in the `Minecrft Wiki `_. .. cssclass:: table-bordered ========================== === Entrance Name Description ========================== === SquareTowerEntrance A square tower with battlements. RuinedSquareTowerEntrance SquareTower, but a crumbling ruin. RoundTowerEntrance A round version of the tower. RuinedRoundTowerEntrance A ruined version of RoundTower. StepPyramid A huge pyramid that takes up a 4x4 square of chunks. This has multiple starting chests, but can also contain lots of mobs. EvilRunestones Black, otherworldly standing stones rise from the earth. RuinedFane A ruined temple to some long forgotten gods. Barrow An earthen burial site. Oasis A pond or lake with palm trees. MazeEntrance A mind bending maze. Sometimes small, sometimes large. ========================== === .. index:: single: configuration section; treasure rooms [treasure rooms] ................ Each dungeon will include one special room at the bottom of the dungeon. These will contain top tier loot chests. .. cssclass:: table-bordered =================== === Room Name Description =================== === Arena A large room with blaze spawners and several additional top tier mob spanwers. Crypt A large burial chamber filled with sarcophagi. IllagerLibrary The secret Illager library full of foul secrets. PitWithArchers A large pit root with archers waiting to knock you into the lava. ThroneRoom The ancient throme room of a long dead king. SpiderLair A natural cave with multiple hidden spider spawners. SpiderLairEasy As above, but with spawners in the open and non-poisonous spiders. EndPortal A deactivated portal to The End. =================== === .. index:: single: configuration section; mobs [mobs] ...... The ``[mobs]`` tags define what spawners will be generated on each level. These work like loot tiers (see below). ``[mobs.0]`` are for spawners above ground (like inside the pyramid). The highest numbered mob tier is reserved for treasure rooms. (Note, some treasure rooms have hard coded mobs) The remaining ``[mobs]`` tags will be chosen as the levels go deeper. Mob types are listed with weights. You can use any standard Minecraft mob name here. See: `Chunk Format `_ in the minecraft wiki for standard entity names to use in these tags. Due to a technical limitation, The colon ``:`` character cannot be used in these entity names. If you need it for a modded mob you can subsitute ``!`` instead. e.g. ``modification!mobname`` You can also supply custom spawners to spawn unique and powerful mobs. See `Custom Spawners`_ for more info. ``[mobs]`` tags do not affect what critters will spawn naturally within dark areas of the dungeon. .. index:: single: configuration section; projectile traps [projectile traps] .................. .. versionadded:: 0.14.0 Ammo for projectile traps. (Used for Arrow hall traps) Format is: Name: Projectile Entity Name, Weight, Data Tag **Name** A name for this entry. Must be unique. **Entity Name** This must be a projectile type entity. **Weight** Probability this item will be chosen. **Data Tag** This is additional info that will be included in the NBT info for the summoned entity. For example, you can set "pickup" for arrows, and "Potion" for thrown potions. Example: A thrown splash potion, weight 5. The Potion tag makes this a level 1 poison potion. .. code:: Splash Potion of Poison: ThrownPotion,5,Potion:{id:"minecraft:splash_potion",tag:{Potion:"minecraft:poison"}} .. index:: single: configuration section; chest traps [chest traps] ............. Ammo for chest traps. Format is:: Item: weight, number **Item** Item name (from items.txt) **weight** Weight for the randomizer. **number** The number of items used in the trap. Example: A TNT trap, weight 10. Only one will appear in the dispenser. .. code:: TNT: 10, 1 [tier] (Loot Tables) .................... ``[tier]`` tags define the loot that can be found in chests. Each ``[tier]`` tag is numbered starting with zero. ``[tier0]`` defines loot that will be found at ground level or higher. The highest numbered tier is reserved for loot found in treasure rooms. All other tiers will be spread across the dungeon levels. This way you can control the quality of loot as the dungeon goes deeper. Each line in a tier defines an item that can be found in a chest. The format is:: Item Name(s): chance to appear, min-max, enchantment **Item Name(s)** The item name, or list of names. Names should match an item in ``items.txt``, ``magic_items.txt``, or ``potions.txt``. You can also name `Books`_, `Custom Items`_, or `Custom Paintings`_. Listing multiple item names will choose one of them randomly if this item line is selected. **chance to appear** Percent chance this item will appear 1-100 **enchantment** For items that can be enchanted, this the enchant level that will be used to enchant the item. This can be a number, range, or level*number to scale with levels. Example: 100% chance of 5-20 torches:: Torch: 100,5-20 Example: 50% chance of an iron, gold, or diamond level 20 sword:: Iron Sword,Gold Sword,Diamond Sword: 50,1,20 Example: 20% chance of a stone pickaxe with a level*3.5 enchantment:: Stone Pickaxe: 20,1,level*3.5 Example: 20% chance a predefined magic weapon (Ulfberht, Durendal, or Caladbolg) will be chosen:: magic_Ulfberht,magic_Durendal,magic_Caladbolg: 20,1,0 See ``default.cfg`` for many additional examples. [treasure hunt] --------------- .. versionadded:: 0.14.0 The treasure hunt section holds configuration parameters for the treasure hunts feature. .. glossary:: locked Whether or not to lock the final chest. intermediate A percentage chance of an additional clue chest being placed at each landmark step. This chest is concealed. This would mean that, rather than all the clues being in the book from the initial chest, half of them are in the intermediate chest and the first book gives clues only on how to find this intermediate chest. If this is 0, then the first clue book takes you all the way to the end. If this is 100, then the clue book only takes you to the next landmark, where you find another book, which takes you to the subsequent landmark, and so on. If locked=true then these intermediate chests are also locked with the same key. bonus Percent chance of an extra treasure chest being placed at intermediate way points. This uses the multiplier as below, and is not concealed. multiplier This is the number of way points per loot tier, used for bonus chests and for the final chest. So, if this is 1, then a 4-step treasure hunt has a tier 4 loot chest. If it is 2, then you need a 8-step hunt to get tier 4 loot. spawners Whether or not to create random spawners at the landmarks. [landmarks] ........... Landmarks are used as points of interest for treasure hunts. Landmark lists can be specified per biome, just like ``[entrances]`` above. To specify a biome list, format the tag like this:: [landmarks.biomeid,biomeid,...] You can list as many biome IDs as you like. If no list exists for a specific biome, the default list will be used. Biome IDs can be found in the `Minecrft Wiki `_. .. cssclass:: table-bordered ========================== === Landmark Name Description ========================== === CircleOfSkulls An empty, flat circular area, with a circle of skulls on sticks chest can be under the centre of the circle. SmallCottage A happy little cottage. AbandonedCottage A recently abandoned cottage. Sure is dark in there. RuinedCottage A ruin. No roof, no door. Probably infested. FairyRing Circle of mushrooms. FlowerGarden A patch of pretty flowers. Forge Blacksmith forge, with a blacksmith. AbandonedForge An unused forge. RuinedForge A forge, but ruined. Graveyard Not yet implemented. Memorial A strange memorial to some forgotten nobleman. Monolith A lonely obelisk. SignPost A simple signpost. Well An old well, with a secret. ========================== === [landmark_mobs] ............... This lists mob types that can be chosen for spawners at landmarks. Only pick monsters that can survive in sunlight. Zombies and skeletons must have headgear. See the ``[mobs]`` tag for info on valid mob types. Advanced Configuration ====================== Books ----- Books can be added as loot by specifying ``Written Book`` in a loot table. The ``books`` folder contains the data for written books. Whenever MCDungeon creates a written book as loot, a random text will be selected from this folder. If there are no files, a book and quill will be substituted. The default books provided are public domain works sourced from `Project Gutenberg `_ You may add your own books using the following guide: * Books are simple text files. The file should use the ".txt" extension. * The first line is the author, The second the book title and then one line per page of the book. * As in Minecraft, Books are limited to 256 characters per page and 50 pages per book. Any excess will not be loaded. * IMPORTANT: It is not enough to just split the text every 256 characters. It is still possible for the text on a page to be too long which will make it look funny in Minecraft. The default texts were split using the help of the `Multiplayer Book Paster `_ Another option would be to input the text in to a book in Minecraft to check what works. * The following escape characters can be used: * \\n - Produces a new line * \\s - Produces the section sign * \\\\ - Produces a backslash For information about using the section sign for formatting, see: `Formatting Codes `_ * For the moment, only the following characters are supported:: 0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ!"#$%&\'()*+,-./:;<=>?@[\]^_`{|}~ Other characters will be removed. Custom Items ------------ You can add custom items with YAML files. You can also use this to add some items from mods as loot. The ``items`` folder contains the data for customised items. YAML files in this folder can be referenced in loot tables as ``file_[filename without extension]`` For example, ``head_notch.yaml`` would be referenced as ``file_head_notch``. See default.cfg for more details. Each custom item is an YAML file containing the nbt tags required to create the inventory item. You may add your own files by editing the defaults with a text editor, taking care to match `nbt2yaml `_'s format. Items can be very simple, or potentially a very complex tree of values. The most simple example would be a single short tag, called id and containing the numerical id of the item. .. note:: The ``Count`` tag has special meaning for MCDungeon. It is used to determine the maximum size of a stack of items. You should set this value to the maximum stack size of the item you are adding. The actual number of items given to a player is controlled in the loot tables. For more information on the format of the tags see `Item Structure `_ .. warning:: If you provide Minecraft with incorrect tags, it can potentially crash. Please use this feature with caution. **Packaged Items:** * Items starting with **heads_** are the heads of some famous (and not so famous) minecrafters. * Items starting with **firework_** are various pre-created fireworks, some using rare crafting materials. * Items starting with **magic_box_** are various chest that already contain building materials when placed. Custom Paintings ---------------- The ``paintings`` folder contains the data for custom paintings. Whenever MCDungeon creates a custom painting as loot, a random painting will be selected from this folder. If there are no files, a blank map will be substituted. You can add them to your loot tables with the special item ``Custom Painting`` The default paintings provided are public domain works sourced from Wikipedia. The font used for the Latin letters is `Aldor'ath Serif `_. There are also two custom made guides, one for brewing and one for building circles. You may add your own paintings using the following guide: * Paintings consist of two files: A "txt" file containing the painting's title and lore text; and a "dat" file containing the actual image. * In the txt file, the first line is the title and then one line per line of lore text. * The dat file contains the map data in Minecraft's format. You can convert images to, or create your own maps using a tool like `ImageToMap `_ You can also copy dat files directly from the data folder in a Minecraft world. Custom Spawners --------------- The ``spawners`` folder contains the data for custom spawners. YAML files in this folder can be referenced as spawner types in dungeon config files in ``[mobs]`` tags as ``file_[filename without extension]`` For example, ``Angrypig.yaml`` would be referenced as ``file_Angrypig``. See default.cfg for more details. Each custom spawner is an YAML file containing the nbt tags required to create the spawner object. You may add your own files by editing the defaults using a text editor, taking care to match `nbt2yaml `_'s format. Spawners can be very simple, or potentially a very complex tree of values. The most simple example would be a single string tag, called EntityId and containing the EntityId of the mob you want to spawn. The Id, x, y and z tags are unnecessary as they are added by MCDungeon. For more information on the format of the tags see: * http://www.minecraftwiki.net/wiki/Chunk_format#Tile_Entity_Format * http://www.minecraftwiki.net/wiki/Chunk_format#Mobs .. warning:: If you provide Minecraft with incorrect tags, it can potentially crash. Please use this feature with caution. .. cssclass:: table-bordered ============================== ==== Packaged Spawners Description ============================== ==== Angrypig A zombie pigman that has already been aggroed. Catling Skeletons with ocelot masks wielding tipped arrows with postive effects. Chargedcreeper Creeper with the lightning strike charge effect. CustomKnight Zombie with full suit of armour and strength. Herobrine You really don't want to meet this guy. Multi_creeper Spawns charged creepers 20% of the time. Normal creepers the rest of the time. Multi_monster Equal random chance of Zombie, Skeleton, Creeper or spider. Multi_skeleton Spawns wither skeletons 20% of the time. Normal skeletons the rest of the time. Multi_zombie Spawns zombie with strength and speed skeletons 20% of the time. Normal skeletons the rest of the time. Silverfish_Swarm A swarm of 5 silverfish. Skeleton_Armored_Axe_Iron Skeleton with an iron axe. Skeleton_Armored_Sword_Iron Skeleton with an iron sword. Skeleton_Armored_Sword_Leather Skeleton with an iron sword and leather armour. Skeleton_Pumpkin A tough skeleton with a pumpkin on his head so that he can be in the sun. Skeleton_Tipped_Arrow Skeletons wielding various tipped arrows. Zombie_Fast Zombie with speed potion effect. Zombie_Pumpkin A strengthened zombie wearing a pumpkin on his head so that he can be in the sun. Zombie_Strong Zombie with strength potion effect. Zombie_Sword_Helmet A zombie with a sword and helmet. ============================== ==== Custom Shops ------------ .. versionadded:: 0.14.0 The ``shops`` folder contains the configuration files for villager shops. These are generated in the SecretShops type secret rooms. Shops have a single ``[shop]`` section and then one or more ``[tradeX]`` sections, starting from ``[trade1]``, ``[trade2]``, etc. You can look in the existing trades to help you create your own, and refer to the below information. In the shop section, the following values should be set: **Name** This is the name of the shop, which will be displayed on signs. Maximum four words, which will appear one per line. Each shop keeper has a randomly generated name, you can use {{name}} (normal name) or {{name's}} (possessive version) to substitute this in to the shop name. e.g. "{{name's}} shop" becomes "Bob's shop" **profession_ID** ID number of the villager type. Also changes the colour scheme of the room. Farmer 0, Librarian 1, Priest 2, Blacksmith 3, Butcher 4, Nitwit 5 **free_sample** Item to put in the shop sign. Also acts as a freebie for the discovering adventurer. Just use an item name, e.g. Wood Sword You can have as many trade sections as you like. Trades contain the following: **chance** Percentage chance this trade will appear. 100 will cause the trade to always generate **max_uses** The number of times this trade can be activated. This available trades will get refreshed when the villager levels up. **input** The input item. (What the player pays.) See format below. **input2** (optional) A secondary input item. Normally used for enchanting items etc. See format below. **output** The output item. (What the player receives) See format below. **limited** (optional) When True, this trade will never refresh. Use for items that should be very rare or unique. Input/Output item format:: Item Name[/Item Name/...][,Item Count][,Enchant Levels] Examples:: Emerald # One Emerald Emerald,10 # Ten Emeralds Emerald/Diamond # An Emerald or A Diamond Wooden Sword,1,10 # An enchanted sword You can use anything you would normally put in a loot table. Dye Colors ---------- ``dye_colors.txt`` allows you to define colors to be used for leather armor. The format is:: Name:color Name The name of the color. color The hex value of the color. Dyed armour should be referenced as " Leather " in the loot tables. Example:: Red Leather Chestplate You can also use 'Random' as a color in loot tables to get a randomised dye color. Example:: Random Leather Boots Magic Items ----------- ``magic_items.txt`` can be used to define enchanted items to be used in loot tables. .. note:: Alternately, you can also use custom YAML files, which can offer more flexibility. See `Custom Items`_ The format of this file is:: name:base item name,enchant-level,enchant-level...:lore:lore... name A unique name for this item. This is used to both reference the item in the loot tables, and is also the name in game. base item name The base item name from ``items.txt`` enchant-level The enchant code (see `Enchanting `_) and enchant level. You can have multiple enchants. lore Lore text for the item. Lore text is limited to 50 characters per line and 10 lines. You can use \\s to insert the section sign for text formatting. Examples: A golden sword with every legal enchantment and lore text:: Masamune:Gold Sword,16-5,17-5,18-5,19-2,20-2,21-3:Cosmic Blade Masamune.:Sharp. Diving Helmet:: Diving Helmet:Orange Leather Helmet,5-3,6-1:An item from another world. Enchanted book of Knockback 2:: Book of Knockback:Enchanted Book,19-2:Who's there? Potions File ------------ ``potions.txt`` can be used to define customised potions and arrows to be used in loot tables. .. note:: Alternately, you can also use custom YAML files, which can offer more flexibility. See `Custom Items`_ The format for potions with multiple effects is:: ,--,--...<,flag (optional)><,color (optional)> The format for 'basic' potions with only one effect is:: ,<,flag (optional)> name For each entry in this file, FOUR items will be created using this name. referenced in loot tables. 1) The potion itself, 2) The splash version of the potion, prefixed by ``splash ``, 3) The tipped arrow version, with the suffix `` arrow`` and 4) The lingering version, prefixed by ``lingering ``. For example, ``Potion of XXX`` would also produce: * Splash Potion of XXX * Potion of XXX arrow * Lingering Potion of XXX effect id-level-duration Effect ids and levels can be found on the minecraft wiki. (see `Potion effect `_) Duration is the time of the effect in game ticks. (20 ticks = 1 second, 1200 ticks = 1 minute) You can have multipe effects. effect name The potion effect string. Values can be found on the minecraft wiki. (see `Potion Data Values `_) flag The flag can be omitted. Use HIDE_EFFECTS to hide the potion effects in-game, HIDE_PARTICLES to hide the player particles after drinking, or HIDE_ALL to hide both. HIDE_PARTICLES does not work with 'basic' potions. color The color can be omitted. Otherwise use a hex color code that will determine the color of the potion/arrow etc. Example: A mysterious potion with hidden effects:: Potion of Wonder,8-0-1200,12-1-2400,3-2-600,HIDE_EFFECTS,28C3CC A potion with a single visable effect:: Potion of Raw Chaos,8206,7-22-1 A basic potion:: Potion of Luck,minecraft:luck Recipes File ------------- ``recipes.txt`` contains a list of ids for all recipes in the game. When a knowledge book item is generated as loot, one of these will be picked at random. You may add recipes from your mods to this file.