Difference between revisions of "Dungeon Generator: Volcano"
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Latest revision as of 07:54, 17 May 2021
The "Volcano" generator is pretty much a circular version of the Dungeon Generator: Stronghold with a huge entrance in the form of a volcano. In addition the volcano houses a lot of enemies and huge amounts of loot in the form of ores.
All it does is simply placing a volcano in the landscape and then it creates a massive stronghold underneath
Config Settings
These are all additional settings needed for this generator to function. The Dungeon Inhabitant setting only affects mobs in the stronghold part.
Option | Data type | Description | Constraints |
---|---|---|---|
rampMob | ResourceLocation | Id of the mob that will spawn in the volcano insides | Has to be a valid mob id, it is unaffected by the Dungeon Inhabitant |
minHeight | Integer | Minimum height of the volcano. | Has to be lower or equal to "maxHeight" |
maxHeight | Integer | Maximum height of the volcano. | Has to be higher or equal to "minHeight" |
innerRadius | Integer | Radius of the volcano's throat, also affects the overall radius of the volcano. | Has to be at least 1 |
steepness | Double | Steepness of the volcano. Higher values lead to a more tower like appearance while lower ones will make it look more hilly. | Has to be a positive value greater than 0 |
damagedVolcano | Boolean | Wether or not there should be random holes in the volcano | Has to be either "true" or "false" |
maxHoleSize | Integer | Maximum radius of the holes in the volcano. Only takes effect when "damagedVolcano" is set to true. | Has to be at least 1 |
volcanoBlocks | Weighted List of ResourceLocation | Defines the blocks which make up the volcano. | Has to at least contain one element. All elements need to refer to existing blocks |
lavaBlock | ResourceLocation | Defines the block that will be used for the lava. | Has to refer to an existing block. Must not be a fluid |
lavaWeight | Integer | Chance in percent to place a lava block instead of a normal block. | Has to be a positive value, can be zero |
rampBlock | ResourceLocation | Block that will be used to construct the ramp inside the volcano, only takes effect when "buildStairwell" is set to true. | Has to refer to an existing block |
pillarBlock | ResourceLocation | Block that will be used to construct the pillars, only takes effect when "buildStairwell" is set to true. | Has to refer to an existing block |
buildStairwell | Boolean | Wether or not the ramp inside the volcano should be constructed. | Has to be set to either "true" or "false" |
chestChance | Double | Defines a chance in percent for a single ramp block to spawn a enemey spawner (and loot chest, 50% chance per spawner) above it. | Has to be at least 0.0 |
chestIDs | List of ResourceLocation | List of loottables that will be used to fill the spawned lootchests. Each chest chooses a loot table randomly from this list. | Can be empty. Entries need to refer to existing loot tables. |
Option | Data type | Description | Constraints |
---|---|---|---|
buildStronghold | Boolean | Wether or not the stronghold should be constructed at all. | Has to be set to either "true" or "false" |
minStrongholdFloors | Integer | Minimum amount of floors the stronghold should have. | Has to be equal to or lower than "maxStrongholdFloors" |
maxStrongholdFloors | Integer | Maximum amount of floors the stronghold should have. | Has to be equal or hihger than "minStrongholdFloors" |
minStrongholdRadius | Integer | Defines the rooms per stronghold floor. Rooms per floor = (2 * (value between "minStrongholdRadius" and "maxStrongholdRadius")) * 4 -4 | Has to be at least 1 and lower than or equal to "maxStrongholdRadius" |
maxStrongholdRadius | Integer | Defines the rooms per stronghold floor. Rooms per floor = (2* (value between "minStrongholdRadius" and "maxStrongholdRadius")) * 4 - 4 | Has to be at least 1 and higher than or equal to "minSTrongholdRadius" |
minStrongholdRooms | Integer | Defines the minimal amount of rooms per stronghold. If there are too few floors to reach this value, it has no effect. | Has to be at least 1 and has to be equal to or lower than "maxStrongholdRooms" |
maxStrongholdRooms | Integer | Defines the hard cap of rooms per stronghold. Has no effect if there are too few floors to reach "minStrongholdRooms". | Has to be at least 1 and has to be equal to or lower than "minStrongholdRooms" |
roomSizeX | Integer | Defines the room size on the x-axis. | Has to be a positive number |
roomSizeY | Integer | Defines the room size on the y-axis. | Has to be a positive number |
roomSizeZ | Integer | Defines the room size on the z-axis. | Has to be a positive number. |
curveENFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
curveESFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
curveNEFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
curveNWFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
curveSEFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
curveSWFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
curveWNFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
curveWSFolder | String | Folder containing rooms for curves, which are used in the stronghold. Capital letters after "curve" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room, you face the OPPOSITE direction of FIRST_LETTER (for N this would mean SOUTH), when you leave the room, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
hallwayEWFolder | String | Folder containing rooms for hallways, which are used in the stronghold. Capital letters after "hallway" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room from the entrance, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
hallwayWEFolder | String | Folder containing rooms for hallways, which are used in the stronghold. Capital letters after "hallway" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room from the entrance, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
hallwayNSFolder | String | Folder containing rooms for hallways, which are used in the stronghold. Capital letters after "hallway" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room from the entrance, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
hallwaySWFolder | String | Folder containing rooms for hallways, which are used in the stronghold. Capital letters after "hallway" represent sky directions (N = North, E = West, S = South, W = West). When you enter the room from the entrance, you face SECOND_LETTER. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. |
stairEFolder | String | Folder containing rooms for staircases, which are used in the stronghold to connect floors. The capital letter after "stair" represents a sky directions (N = North, E = West, S = South, W = West). When you enter the stair's entrance (from the top) you face the opposite direction (for E this means you face WEST). | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. Staircase rooms need to have 2x "roomSizeY" of height. |
stairSFolder | String | Folder containing rooms for staircases, which are used in the stronghold to connect floors. The capital letter after "stair" represents a sky directions (N = North, E = West, S = South, W = West). When you enter the stair's entrance (from the top) you face the opposite direction (for E this means you face WEST). | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. Staircase rooms need to have 2x "roomSizeY" of height. |
stairNFolder | String | Folder containing rooms for staircases, which are used in the stronghold to connect floors. The capital letter after "stair" represents a sky directions (N = North, E = West, S = South, W = West). When you enter the stair's entrance (from the top) you face the opposite direction (for E this means you face WEST). | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. Staircase rooms need to have 2x "roomSizeY" of height. |
stairWFolder | String | Folder containing rooms for staircases, which are used in the stronghold to connect floors. The capital letter after "stair" represents a sky directions (N = North, E = West, S = South, W = West). When you enter the stair's entrance (from the top) you face the opposite direction (for E this means you face WEST). | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. Staircase rooms need to have 2x "roomSizeY" of height. |
bossRoomFolder | String | Folder containing boss rooms. The boss room is always the last room of a stronghold. It needs to have entrances on each side. Has to have the same dimensions as hallways and curves. | Has to refer to an existing folder relative to the CQR Folder/structures/ folder. Boss rooms need to have entrances on all four sides. |
Side notes
All Structure files provided for the stronghold need to have the same dimensions. The dimensions need to match the "roomSizeX", "roomSizeY" and "roomSizeZ" values. Otherwise there will be errors during generation or the generation will be aborted.