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MCDungeon Config

Apr 22nd, 2011
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  1. # MCDungeon configuration file
  2. #
  3. # Remember that Minecraft measures coordinates like this:
  4. # (X, Y, Z)
  5. # X = North-South (negative X is North)
  6. # Y = Down-Up (0=bottom of the world, 127=limit of the sky)
  7. # Z = East-West (negative Z is East)
  8.  
  9. [dungeon]
  10. # Minumum distance (in chunks) from the spawn chunk for the automatic
  11. # placement algorithm.
  12. min_dist: 2
  13. # Maximum distance (in chunks) from the spawn chunk. The actual max distance
  14. # will be the minimum of this value or the edge of the world.
  15. max_dist: 10
  16. # World coordinates of the NW corner of the most NW room (x,y,z)
  17. # This overides the placement alorithm, and places a corner of the dungeon
  18. # at this spot.
  19. # This is NOT the location of the entrance.
  20. # The entrance position will be chosen from a random room location.
  21. # This does not currently check the bounds of the world to make sure the
  22. # dungeon will fit. If you make the dungeon too deep, or too large
  23. # it will error out.
  24. #offset: (-72,55,158)
  25. offset:
  26. # Tower height factor. The entry tower will be scaled by this amount.
  27. # This should be a positive number. 1.0 = the height of a single floor.
  28. # Make the tower taller so it's easier to find.
  29. tower: 200.0
  30. # Percentage of doors to be placed. 0=none, 100=all
  31. doors: 25
  32. # Percentage of portcullises to be placed.
  33. portcullises: 25
  34. # Percentage of torches to be placed on a level. The frequency of torches will
  35. # be scaled between these two values from the top of the dungeon to the bottom.
  36. torches_top: 80
  37. torches_bottom: 10
  38. # This is the density of chests per 10 rooms per level, rounded up.
  39. # For example, a value of 2 will place five chests per level in a 5x5 dungeon.
  40. # (25 rooms, 2 chests per 10 = 5 chests)
  41. # 1 would place three chests per level in a 5x5 dungeon.
  42. chests: 0.5
  43. # Density of monster spawners placed per level
  44. spawners: 1.0
  45. # Chance of arrow traps. The is the percent change a hallway will contain
  46. # an arrow trap.
  47. arrow_traps: 3
  48. # Material to use for the walls
  49. wall: Cobblestone
  50. # Material to use for the ceiling
  51. ceiling: Cobblestone
  52. # Material to use for the default floor
  53. floor: Stone
  54. # Material to use for the default subfloor
  55. subfloor: Bedrock
  56. # MultiVerse portal destination.
  57. # This will create a MultiVerse portal (CraftBukkit plugin) at the bottom of
  58. # the dungeon pointing to the world set by this value. Set this to blank if you
  59. # don't wan't a portal exit (players will have to climb out), or if you do not
  60. # run MultiVerse. This required MultiVerse's "signs" function. It has been
  61. # tested with MV 1.6.
  62. #mvportal: World1
  63. mvportal:
  64.  
  65. # Feature lists. The following sections control the probablility of a
  66. # particular feature showing up in the algorithm. Each name is followed
  67. # by a weight that determines the probability that feature will be
  68. # chosen relative to the others in the list. These numbers do NOT need
  69. # to add up to 100. They are only relative to each other. For example,
  70. # a weight of 40 is twice as likely to be chosen as a weight of 20.
  71. # These numbers are also not hard, they simply weight the probability
  72. # of the randomizer. A very low weight may still occasionally be chosen
  73. # more than a high weight, it's just unlikely. A weight of zero means
  74. # that feature will never be chosen.
  75.  
  76. # Room types. Basic room shape.
  77. # You should leave Blank zero unless you want sections of the dungeon
  78. # to be disconnected.
  79. [rooms]
  80. Blank: 0
  81. Basic: 40
  82. Corridor: 40
  83. Circular: 10
  84. Pit: 10
  85.  
  86. # Hall types. Halls connect rooms.
  87. # You should leave Blank zero unless you want sections of the dungeon
  88. # to be even more disconnected.
  89. [halls]
  90. Blank: 0
  91. Single: 1
  92. Double: 1
  93. Triple: 1
  94. Four: 1
  95. Ten: 1
  96.  
  97. # Floor types. Floors modify the flooring of a room.
  98. # Blank leaves the floor as the floor block.
  99. [floors]
  100. Blank: 2
  101. Cobble: 1
  102. BrokenCobble: 3
  103. WoodTile: 1
  104. CheckerRug: 1
  105. BrokenCheckerRug: 3
  106. DoubleSlab: 1
  107. BrokenDoubleSlab: 3
  108. Mud: 3
  109. Sand: 3
  110.  
  111. # Feature types. Features fill or modify a room.
  112. # Blank is an empty room.
  113. [features]
  114. Blank: 25
  115. Columns: 25
  116. Chasm: 5
  117. LavaChasm: 5
  118. River: 5
  119. Pool: 5
  120.  
  121. # Mobs for monster spawners.
  122. # There are some non-standard choices here. Choose these at your own
  123. # risk. The may disappear from Minecraft in the future and who knows
  124. # what that will do to old maps containing these entities.
  125. #
  126. # "Monster" will spawn monsters that look like players. Unexpected and fun!
  127. #
  128. # "Slimes" doesn't work well, because they have special depth requirements.
  129. # "PigZombie" works, but they don't care about light level and are mostly
  130. # docile. They will fill up the mob queue quickly.
  131. # "Wolf" doesn't break, but doesn't usually spawn wolves either. Like
  132. # slimes, wolves have special spawn requirements.
  133. #
  134. # This does not affect what critters will spawn naturally within
  135. # dark areas of the dungeon.
  136. [mobs]
  137. Creeper: 1
  138. Skeleton: 5
  139. Spider: 5
  140. Zombie: 5
  141. Monster: 1
  142. Slime: 0
  143. PigZombie: 0
  144. Wolf: 0
  145.  
  146. # Loot tables. There are an arbitrary number of loot "tiers"
  147. # Tier zero is used for any chests located above the ceiling of the topmost
  148. # dungeon level. (like the tower) The highest numbered tier is used for a
  149. # single chest located at the bottom of the dungeon. All other chests are
  150. # picked from tier 1 to (n-1) depending on the level depth. Item names are
  151. # taken from items.txt file.
  152. #
  153. # Lines are:
  154. # Item Name: (chance to appear),(min),(max)
  155.  
  156. [tier0]
  157. Torch: 100,5,20
  158. Arrow: 100,5,30
  159. Compass: 25,1,1
  160. Wheat: 20,3,9
  161. Raw Porkchop: 25,1,3
  162. Cooked Porkchop: 15,1,2
  163. Cookie: 20,1,16
  164. Bow: 35,1,1
  165. Stone Sword: 90,1,2
  166. Stone Shovel: 50,1,1
  167. Stone Pickaxe: 80,1,1
  168. Stone Axe: 50,1,1
  169. Leather Helmet: 50,1,2
  170. Leather Chestplate: 50,1,2
  171. Leather Leggings: 50,1,2
  172. Leather Boots: 50,1,2
  173.  
  174. [tier1]
  175. Torch: 100,5,20
  176. Arrow: 100,5,30
  177. Compass: 20,1,1
  178. Wheat: 20,3,9
  179. Raw Porkchop: 40,1,2
  180. Cooked Porkchop: 30,1,1
  181. Cookie: 30,1,16
  182. Bow: 10,1,1
  183. Bread: 25,1,1
  184. Apple: 25,1,2
  185. Stone Sword: 50,1,1
  186. Stone Shovel: 50,1,1
  187. Stone Pickaxe: 50,1,1
  188. Stone Axe: 50,1,1
  189. Leather Helmet: 50,1,1
  190. Leather Chestplate: 50,1,1
  191. Leather Leggings: 50,1,1
  192. Leather Boots: 50,1,1
  193.  
  194. [tier2]
  195. Torch: 100,15,40
  196. Arrow: 100,15,40
  197. Raw Porkchop: 33,1,2
  198. Cooked Porkchop: 33,1,1
  199. Cookie: 30,1,16
  200. Bread: 25,1,1
  201. Apple: 25,1,1
  202. String: 30,1,10
  203. Feather: 30,1,10
  204. Gunpowder: 20,1,10
  205. Fishing Rod: 20,1,1
  206. Bow: 10,1,1
  207. Iron Ingot: 30,1,10
  208. Flint: 30,1,10
  209. Rose Red: 10,1,5
  210. Cactus Green: 10,1,5
  211. Pink Dye: 10,1,5
  212. Lime Dye: 10,1,5
  213. Dandelion Yellow: 10,1,5
  214. Bone Meal: 10,1,5
  215. Leather Helmet: 50,1,1
  216. Iron Chestplate: 50,1,1
  217. Leather Leggings: 50,1,1
  218. Iron Boots: 50,1,1
  219.  
  220. [tier3]
  221. Torch: 100,15,40
  222. Arrow: 100,15,40
  223. Bread: 25,1,1
  224. Raw Porkchop: 33,1,2
  225. Cooked Porkchop: 33,1,2
  226. Cookie: 30,1,16
  227. Cake: 5,1,1
  228. Apple: 25,1,1
  229. Golden Apple: 5,1,1
  230. String: 30,1,10
  231. Feather: 30,1,10
  232. Gunpowder: 20,1,10
  233. Bow: 10,1,1
  234. Fishing Rod: 20,1,1
  235. Iron Ingot: 30,1,10
  236. Flint: 30,1,10
  237. Ink Sac: 10,1,5
  238. Rose Red: 10,1,5
  239. Cactus Green: 10,1,5
  240. Light Gray Dye: 10,1,5
  241. Gray Dye: 10,1,5
  242. Pink Dye: 10,1,5
  243. Lime Dye: 10,1,5
  244. Dandelion Yellow: 10,1,5
  245. Magenta Dye: 10,1,5
  246. Orange Dye: 10,1,5
  247. Bone Meal: 10,1,5
  248. Iron Sword: 10,1,1
  249. Iron Shovel: 10,1,1
  250. Iron Pickaxe: 10,1,1
  251. Iron Axe: 10,1,1
  252. Iron Helmet: 10,1,1
  253. Iron Chestplate: 10,1,1
  254. Iron Leggings: 10,1,1
  255. Iron Boots: 10,1,1
  256.  
  257. [tier4]
  258. Gold Music Disc: 10,1,1
  259. Green Music Disc: 10,1,1
  260. Golden Apple: 25,1,2
  261. Diamond: 40,1,10
  262. Gold Ingot: 40,1,10
  263. Iron Ingot: 40,1,10
  264. Clay Brick: 40,1,20
  265. Saddle: 25,1,1
  266. Clock: 25,1,1
  267. Mushroom Stew: 10,1,2
  268. Ink Sac: 10,1,10
  269. Rose Red: 10,1,10
  270. Cactus Green: 10,1,10
  271. Cocoa Beans: 10,1,10
  272. Lapis Lazuli: 10,1,10
  273. Purple Dye: 10,1,10
  274. Cyan Dye: 10,1,10
  275. Light Gray Dye: 10,1,10
  276. Gray Dye: 10,1,10
  277. Pink Dye: 10,1,10
  278. Lime Dye: 10,1,10
  279. Dandelion Yellow: 10,1,10
  280. Light Blue Dye: 10,1,10
  281. Magenta Dye: 10,1,10
  282. Orange Dye: 10,1,10
  283. Bone Meal: 10,1,10
  284. Diamond Sword: 25,1,1
  285. Diamond Shovel: 25,1,1
  286. Diamond Pickaxe: 25,1,1
  287. Diamond Axe: 25,1,1
  288. Diamond Helmet: 25,1,1
  289. Diamond Chestplate: 25,1,1
  290. Diamond Leggings: 25,1,1
  291. Diamond Boots: 25,1,1
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