Inactive [FUN/EDIT/RPG] DungeonBuilder v0.9.7 - Player created dungeons [1.2.4-R1.0]

Discussion in 'Inactive/Unsupported Plugins' started by Zimp, Jun 23, 2011.

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    Grifhell and Kevinflu like this.
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    Do monsters not spawn even if you use the /spawnMonsters command while you are in the dungeon? Is the world's difficulty set to peaceful?


    Savepoints might be something I will toy around with after I get the trigger system in place.

    As for sharing dungeons I may consider something simple like a command "/downloadDungeon" where you feed it the url for a dungeon file and it will download the file and load the dungeon at the player's current location. This is pretty low on my list at the moment and will require additional changes before I can reach a point where is it feasible.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    Ah ok, still thanks alot :p
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    Updated to version 0.7.0:

    -Added optional 'count' argument to /addMonsterSpawn
    -Added command to disable dungeon auto-loading
    -Reworked monster spawning to use triggers. By default monster spawnpoints will have their trigger set to the dungeon starting location. Trigger locations can be managed through new commands.
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    Found a big big Bug!

    After i was done with the dungeon, and it was uses for some time a aprt of the dungeon permanently dissapeared.
    its realy confusing because it has a odd shape of dissapering. I post a screenshot:

    I dont understand why, maybe a malefunction of the savesystem? It happened after a Player made it to the end of the dungeon and got the loot. Then i made a liddle change and saved the dungeon. Afterwards the TnT in the dungeon auomatically incinerated himself and blew up and the part of the dunegon u see in the screenshot dissapered.
    The odd thing, normaly under the tnt was water so if the tnt would have been triggered normaly it shouldnt had blow up the map.

    I tried to reset the dungeon without sucess.
    Really frustrating...
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    The areas of the dungeon that fail to load properly, are they literally just holes in the world or is it only the dungeon area specifically that is affected?

    Are there any indications in the server logs of a failure to load or save the dungeon?

    I am not sure how to explain the problem you are seeing, logically the loading and saving of the dungeon are performed from a bottom up approach, one level at a time. Entire vertical sections disappearing like that are more consistent with how the games breaks up the world into chunks.

    Tested against 1060

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    2011-08-21 18:49:07 [SEVERE] java.lang.IllegalStateException: TickNextTick list out of synch
    2011-08-21 18:49:07 [SEVERE]     at net.minecraft.server.World.a(
    2011-08-21 18:49:07 [SEVERE]     at net.minecraft.server.World.doTick(
    2011-08-21 18:49:07 [SEVERE]     at net.minecraft.server.MinecraftServer.h(
    2011-08-21 18:49:07 [SEVERE]     at
    2011-08-21 18:49:07 [SEVERE]     at
    2011-08-21 18:49:07 [SEVERE] Unexpected exception
    java.lang.IllegalStateException: TickNextTick list out of synch
        at net.minecraft.server.World.a(
        at net.minecraft.server.World.doTick(
        at net.minecraft.server.MinecraftServer.h(
    Happened when I exited my first dungeon
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    Did the plugin functionality still work as expected or did it fail to teleport you out/load the dungeon/etc?

    Is it reproducable? If so, what server build and plugins are you using?
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    @Zimp: I don't know if it's reproducible. I'm using CB1060 with Plugins: Heroes, Factions, Towny, Mobarena, Jobs, iConomy5, iConomyChestShop, DynamicMarket, Bookworm, LogBlock, mcbans, Lockette, Zombeban, WorldWarp, Essentials, Worldborder, Permissions3.1.6, Timerank, DeathTpPlus, PvPReward, Turnstile, PVPGrace.

    It did teleport me to and from the dungeon.
    EDIT: Tell you what... If you can get it so this plugin doesn't crash my server, I'll donate $20
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    You've presented me with a difficult problem. I see a stack trace that does not originate from my plugin code from a server running 20+ plugins and a claim that it is not reproducible and the plugin behaves as intended. While I won't go so far as to claim my plugin isn't the culprit, I also don't have much information to help narrow down the problem.

    The fact that any plugin could literally crash (intentionally or unintentionally) the server is what scares me the most.

    If more information surfaces on this problem I will be glad to look into it some more but for now I can only recommend that you donate that $20 to the bukkit project instead.
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    @Zimp: I'll do more testing on my own. I know that my server was stable before your plugin and that it crashed during testing. It looks like a threading problem from the TNT... I'll try to help as much as I can. I said it might be reproducible so I'll try it again. If it is, perhaps you could come to my server and see for yourself.
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    I've posted an updated version of the plugin with a small change that will execute the teleportation code on the main server thread. It is a bit of a shot in the dark in regards to fixing your problem but it is the only thing I could think of that could potentially cause the problem.
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    thanks for your diligence, will test soon
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    I have a public server and I want people to be able to step into the teleporter and run the dungeon one after another. Now there are a few things I'm concerned about currently:

    When players die, they don't automatically leave the dungeon. Right now if someone goes into my dungeon(which is on a different world) and they die, they go to their home (MyHome plugin) but then they don't type /leaveDungeon and will be linked to that particular dungeon forever. Noone else is able to enter the dungeon after this.

    Is it possible to force players when they die to spawn on a certan point, where they can only get out of by typing /leaveDungeon for example. Or make people automatically leave the dungeon when they die ?

    The same goes for when players stand on the teleport spot, and then step out of it. It will link the dungeon to that person, making it impossible for anyone else to go into the dungeon until that person types /leaveDungeon
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    I am actually in the process of revisiting the behavior for players dying and leaving dungeons (finally). I am planning on working on things like savepoints and proper respawn behavior for the next main release (non-bugfix release).

    It was never intended for the player to use /leaveDungeon under normal circumstances, only for situations where they were stuck in the dungeon or wanted to give up and leave without reaching the end.
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    Thanks, that would be greatly appreciated :) Do you have any ETA on this ?

    EDIT: Using /unpublishdungeon [name] also seems to teleport the last player that was in the dungeon (even if he typed /leaveDungeon) into their death somewhere.

    I'm also experiencing some issues with the triggers, they don't seem to be resetting at all when a player leaves the dungeon, and another person enters.

    I am also experiencing an issue where players keep the build/break permissions set in the mod, even when they have left with /leaveDungeon. I think it goes to normal again when I /unpublish the dungeon, but not quite sure.

    Sorry for posting so many issues, just throwing them out there so you are aware of them. I'm trying to set up a dungeon system for my server which will have a lot of people going in and out so I'm trying to make the system smoother.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    You mean they type /leaveDungeon and find themselves unable to break or place blocks in the normal world?
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    Exactly that. I found workarounds for some of the other things, but that's whats keeping me from making it public at the moment.
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    I've posted a new version that tries to address most of your problems. A great deal of them were related to the /leaveDungeon command which probably didn't get as much testing as it should (thanks for being the guinea pig on that one).

    This is just a bugfix version and does not include the features I mentioned such as savepoints.
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    Thanks a bunch ! Will test them out and let you know.

    I've done some more testing:

    Players that die inside the dungeon do not appear to spawn inside the dungeon. I had players without a /sethome (MyHome plugin) spawn somewhere random out the dungeon and players who had a /sethome spawn in their home. This is annoying because it still links them to the dungeon so if they don't type /leaveDungeon noone else can enter it, and there is no way to force the player to type it.

    The party sizes work, this solves a lot thanks :)

    I have not seen any /leaveDungeon issues yet, so this seems to be fixed and working.

    Resetting triggers also seem the work.

    A few new issues:

    • You don't seem to be able to place multiple triggers on 1 blocks, maybe its possible to link 1 trigger to several mob spawns ?
    • Triggers are only 1 block, but if I make a more open spaced dungeon I can't expect them to walk over this one block, maybe its possible to add an option to expand the trigger blocks.
    • Is there a way to set a cooldown/limit on how many times a player can enter a dungeon, for example once every 24h they can join a particular dungeon. I am thinking of using one of the cooldown plugins to make a /warp to the dungeon publish location, and set a cooldown on that warp. But that would mean it would go on cooldown even if the player just wanted to check if there was someone already inside the dungeon. Maybe there is a way to link the cooldown to the actual going into the dungeon. I don't want my players to spam the dungeon and get rich fast :p
    • If possible, could you add in the posbility to spawn other mobs, like Giants, Spiderjocky and Monster(it looks like a player).
    Thanks a lot for this plugin, its giving me a lot of creativity to work with ! :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    Is OP available? I don't like permissions...
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    If the permissions plugin is not installed the default behavior is to check to see if the player is OP.

    This part concerns me a little bit, I am not sure how respawn behavior is determined when multiple plugins try to control the respawn location. I will have to experiment with this some more in my own area. I may just have to put in warning messages and a /continueDungeon command.

    A lot of your concerns about triggers are things I have considered recently. The current trigger implementation is sort of a proof of concept, I still intend to improve upon it to make the functionality better and more robust.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    I think this plugin is the problem, but can I disable monsters off the dungeon?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    I am not sure what you are asking. Can you explain the problem further?
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    Sorry, this is my problem:
    I have two worlds on my server, and as far as i'm sure, only the newest one has monsters. I haven't checked the first one though. This is my server thing:

    #Minecraft server properties
    #Sat Jul 16 14:02:15 EST 2011
    And i want to disable monsters in the new world, but i still want to keep monsters in the dungeons.
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    Disabling monsters for the entire world (through server properties) will disable monsters for the dungeon, there is nothing I can do about that.

    Bukkit Dev project page created:

    I expect to migrate away from this forum post in favor of the project page.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    @Zimp: Thanks I finally got to test it today and it looks like it works great! Now, how can I donate to you? :)
    Look forward to some youtube vids too.

    Feature request: allow multiple owners of a dungeon (perhaps with a command) so multiple people can build it?
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    Get Worldguard, make sure mob spawning is turned on. Then do:
    /region flag __global__ mob-spawning deny
    Then turn your dungeon into a region and do:
    /region flag [name of your dungeonregion] mob-spawning allow
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    Is the only way for a party to leave the dungeon that they type /leaveDungeon?
    Is there a time I can set so that the next party can go through in case the first party doesn't type /leaveDungeon?
    Could you make it so if the party dies, then the next party can go through?
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    The intended behavior is that they normally would step on the exit teleporter to leave, otherwise they can leave manually with /leaveDungeon. If you are seeing different behavior then that would be a bug.

    For the time being the dungeon is locked down until the first party leaves. I am still rolling around ideas in my head on how to keep players from locking out a dungeon indefinitely.

    The current design is that players can keep trying the dungeon when they die (they should be teleported back to the start). I may consider a command to change this behavior on dungeons where it will kick them if they die.

    I encourage you to go to:

    And open enhancement request tickets for the bottom two issues. If the first issue turns out to be a real problem then also submit a problem ticket for that.

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    Version 0.7.3 posted at:


    Version 0.7.3 (8/28/2011)
    • Added a new optional parameter to the /addMonsterTrigger command to create triggers larger than one block in size.
    • The type attribute for adding monster spawnpoints now accepts any CreatureType value.
    • Added save point functionality, this includes the following three new commands:
      • /addSavePoint
      • /removeSavePoint
      • /listSavePoints
    • Added /continueDungeon command which will teleport the player back into the dungeon they are currently running.

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