I will update the pack as I make new things. I will also take requests if there is something you would like me to design. They are very tiny files, so I'm just including them in a single .zip file.
Feedback is both welcome and appreciated. The best feedback would be a Let's Play! style video of you exploring a dungeon - you see, because I make the dungeons, I can never give them a decent playthrough... because I already know where everything is. It'd be great if I could see someone else clearing a dungeon, to learn how they do.
If you make derivative work based off my templates, all I ask is that you mention me.
Like my Town Construction Kit? Then check out the Medieval Construction Kit by Rahz!
Things added with the most recent version:
- Prefab stone and wooden house, inn, art gallery, church, park, all for the Town Construction Kit.
- Ship - Brigantine
I used to have all the schematics in one pack. However, Infern Island was more than 5 times the size of everything else on it's own. So for Infern Island and all other massive schematics I make, I will give them their own download link.
Loot: Highly Variable
Difficulty: Highly Variable
Story : Yes! Look for signs.
A peaceful temple that used to be operated by priests that loved Nature!
The temple seems to be empty now. What happened here? This is my first dungeon that has a back-story to go with it. You will find signs that will give you clues and information about the dungeon. As such, I'm not really going to reveal anything else about it - finding it in-game is part of the fun! I hope you enjoy it, this one took me quite awhile to do. Oh, and this is also my first dungeon after Beta 1.2, so I used the new materials in it. :smile.gif:
Infern Island
Loot: Variable
Difficulty: Variable
This one is huge. A large island with a town, docks, farmland, and a mysterious shrine built on a hill. There are also other ssssstructures to explore. The island seems to be abandoned... the buildings in a state of disrepair. The shrine leads down to a staircase built around a waterfall. At the bottom is an entrance to an ancient series of tombs.
Some of them are decorative and 100% safe and not dangerous at all!
Others are actually quite dangerous...
The land beneath the island is rich in resources - is it possible those resources attracted trouble to the island and led to it being abandoned?
Fort Ruins with Lower Dungeon
Difficulty: Dynamic
Loot: Dynamic
The deeper you go into this dungeon, the more challenging it becomes! However, with increased challenge comes increased rewards. Good luck with the final treasure vault!
Fort (Arcane Curse) - Resource Rich
Difficulty: Dynamic
Loot: Dynamic
The deeper you go into this dungeon, the more challenging it becomes! However, with increased challenge comes increased rewards. This is a harder version of the previous fort - What happened to cause such an effect on this place? Whatever arcane energies where unleashed here, they have left both riches and danger to be found! The land underneath the fort is rich in resources, but do not expect to be able to claim them without a fight. (Includes a nasty surprise to anyone who has a mod that let's them fly or have a flying mount - the sky may not be as safe as you think...)
Pyramid Ruins with Lower Dungeon
Difficulty: Hard
Loot: High
An ominous ancient pyramid... will you find treasure or will you find UNTIMELY DEATH?! The choices are yours and yours alone. This is a very large dungeon. Search everywhere, there are many secrets hidden away, waiting to be found! There is even an epic secret treasure room, but good luck finding it - and good luck escaping with your loot!
Castles and Bases
Vechs' Town Construction Kit
A large enough project that it has it's own subfolder in the schematic pack. This is a collection of modular schematics that you can "snap together" to create towns and cities. It's a pack within a pack! (In before "yo dawg"...)
The town halls contain chests with supplies for their town militia. The contents match the towns "level." For example, a rural hall has a chest with leather armor and stone swords, while the town hall has a chest with steel armor and steel swords.
Some of the Wall sections of the Town set have built-in dispensers that are pre-loaded with arrows. I plan on the more advanced wall sets to have even more elaborate defenses. (The Rural wall set is exactly what you would expect - walls fit for a farmer village, without much in the way of defenses.)
Oh, and the plaza that uses leaves as decoration, has hidden chests stocked with leaves - because eventually some of those leaves will get destroyed, and you need to be able to replace them manually.
The dispensers already have buttons on them! Fire away! The ones pointing to the sides can hit enemies who are right up against your wall sections.
The Rural and Town walls can even match up, if you wanted to use both sets...
Orne'Rondasse "Castle of the Secluded Tree"
This is the first castle I'm uploading in my new "Castles and Bases" section, and wouldn't you know it, it's not even made out of rock! I decided to try and make something "elfy" or elven in style, and what could be more in tune with those pointy-eared tree-huggers than a castle made out of planted trees? This building took a little over a week of in-game time to build, as I literally had to "grow" the building... I would plant trees to form one floor, then let them grow, prune the leaves in the middle back to construct a room, then plant another floor.
The schematic is Orne'Rondasse and the surrounding land, it will fit best into a large forest, preferable by a river or ocean, so you can align the exit of the lake beneath the castle to the nearest body of water, and if you do that, then you can sail out from the castle using the included docks.
In the elven language of J.R.R. Tolkien literature, "Orne Rondasse" translates to "lonely tree castle" or "isolated tree castle." But for the common translation, I think "Castle of the Secluded Tree" sounds the best. Yes, I looked it up. Yes, I am a nerd. :smile.gif:
The plot of land includes the castle itself, light-posts to illuminate the grounds, a lake, docks, waterfall, and a tunnel that you can use to start a mine, complete with attached storage room.
Utility Buildings:
Bedrock Boat Shaft
Combines a Safe-Drop and a Boat Elevator linked together in a single chunk. Now getting to bedrock level from the surface is even easier and faster than ever! (Also functions as an ink sac harvester on accident - the silly squid will kill themselves on the boat elevator. Umm... hooray, free ink!)
Contains chests at the top and bottom pre-stocked with boats, for your convenience. Also has a plain old ladder if you have amaxophobia (fear of being in a vehicle), or if you want access to intermediate levels. And hey, it takes up exactly one chunk, so it will fit very nicely in with the Town Construction Kit - a fast way to get bedrock access for your town!
Vechs' Monster Factory
A compact monster grinder. Consists of 2 floors - the collection / main floor, and the second floor, where monsters spawn. Fairly good rate of collection. Water conveyors channel monsters into a lava-ladder killing device. Another water conveyor carries the loot to you.
The entire factory is 12 by 16 blocks. There are two versions in the pack - just the building, and the building and the entire chunk. The chunk version has nothing but stone then bedrock below the factory - no natural caves for monsters to spawn in (this would detract from the spawn limit and slow down the factory.)
Caution : Contains humorous signs.
Compact Farm
A tiny and very efficient farm. The walls and glass will force the wheat and seeds into you, so they will not fall in a spot that is hard to reach.
Extended Farm and Modular Farm
A farm based on the original design, but extended for higher crop yields. Also included are 3 other schematics - Modular Farm Front, Rear, and Middle Section. Place the Front section down, add as many middle section as you wish, then cap the end with a Rear section.
Tree Farm
The glass ceiling will make it impossible for trees to ever grow high enough that they are unreachable from the ground. You will always be able to harvest all the lumber while standing at ground level. (That rear stone wall is part of my castle perimeter, it is not part of the Tree Farm schematic.)
Storage Room v02
A compact room with chests and signs labeling their contents. Has a very tiny amount of items already in the chests, just to show examples of loot placement - just one of each of the lower tier items, nothing gamebreaking. In the picture, the roof is cutaway to show layout, the actual schematic has a roof.
Version 02 now includes a workbench, and the odd bug where all the T's in the text on the signs are capitalized should be fixed.
Observation Tower
The top of the tower contains cloth, glass, and a single red brick block with torches to help stand out from a distance. Useful as landmarks, gathering points, or as a capping structure to an existing fortress.
Ship - Colony Ship
Useful for roleplaying (start a new map and place this as your spawn / starting location. Or as an impromptu dungeon (submerge it in water- if you do, do not use the Copy Air option). The chest on it contains some lower-grade resources to help found a colony - stacks of cobblestone and wood, mostly.
Ship - Brigantine
A military companion to the Colony Ship, this ship comes with broadside cannons, chests of military gear, and is ready to rule the high seas! Inside the ship, you will find two cargo holds - one fore, one aft, a captains suite, and crew quarters with beds and footlockers. The ship has 8 TNT canons, with pre-stocked canon chests. The canons are simple models, actually they are naval versions of my Davion Mk01 Light Field Gun. They are 2T guns with a 1T payload, making for a total weight of shot for each broadside 4T. Anything larger would be awkward to fit onto the ship hull and still have it look nice.
Reed Farm
A simple reed farm. Oh wait, I guess it is sugar cane now... Anyway, the farm is modular, you can just repeat the schematic to make the farm however large you want it to be.
Dispenser - Arrow Turret (Fully Stocked)
A dispenser that comes pre-loaded with 9 stacks of arrows. Mounted on stone blocks with a button on the back to fire it.
Cactus Wall Kit
I think this one is pretty self-explanatory.
Game Maps
Ink Blot Island
I was just derping about in MCedit and I made this. If you have ever wanted to play on a large island surrounded by an endless ocean, this is for you! (Okay, it's not endless, but it is huge - you will really feel like you are on an island with nothing but ocean around you.) As a reference, I have one chunk selected, so you can see how big the place is.
To compensate a little bit for being stuck on an island, I've placed increased levels of coal, gold and iron.
(Especially iron, all the dirt deep below ground is converted to Iron ore - happy digging!)
Edit : Oh good god... apparently even a small amount of popularity will totally rape a Photobucket account... let's switch to using Imgur.
Cool i just did the dungeon (the first one(kinda f'ed up placing it)) but it was awesome im probably gana use the farm the staorage and the ship soon ill post back later
Cool i just did the dungeon (the first one(kinda f'ed up placing it)) but it was awesome im probably gana use the farm the staorage and the ship soon ill post back later
Thanks for the compliment - check back every few days, I plan on making new dungeons on a regular basis.
I think my next dungeon will be a forest ruins type place with a central waterfall flowing into a below-ground temple and tunnel network.
Yeah that description was a bit all over the place, but I can see it in my mind and it looks really cool. :smile.gif:
This is some cool stuff you're making here. I ran through the one filled with soul sand last night. Tried to blast my way out using some TNT from a chest but the bedrock walls kept me in. Good choice of loot; I just wish the game had more items to choose from. I brought a few lava buckets in with me for extra entertainment. When I got to the final room I thought to fill the pools under the spawners with lava, but the lava-light just disabled them...
This is some cool stuff you're making here. I ran through the one filled with soul sand last night. Tried to blast my way out using some TNT from a chest but the bedrock walls kept me in. Good choice of loot; I just wish the game had more items to choose from. I brought a few lava buckets in with me for extra entertainment. When I got to the final room I thought to fill the pools under the spawners with lava, but the lava-light just disabled them...
I'm looking forward to trying the other ones!
Thanks for the feedback! Spawners are something I occasionally have trouble with... they don't always behave the way I want them to. On some playtests they work fine, doing what I intended, then on other playtests, without me changing ANYTHING, they won't spawn monsters. Or they spawn slowly. Or they spawn monsters in odd locations (teleporting them through the floor, wall, ceiling, ect. to places I don't want them to be.) A spawner creating monsters outside the dungeon bounds or through a wall into an empty chamber is one of the worst things to happen - spawners have a limited allowance of creatures that they can have created in the world at any one time, so a mob spawned in a useless location is wasting one of the spawners creature "slots."
I know the game places limits on monster spawning, so I have a feeling the spawners are affected by the amount of monsters already in surrounding chunks beyond the dungeon. I have no idea what types of areas people put the dungeons into, so I have very little control over this aspect - that's why my newer stuff will have more emphasis on environmental hazards that I can work with more predictably. (Infern Island, the Tomb of the Jester Prince comes to mind :biggrin.gif: )
I'll keep experimenting with spawner placement and surrounding blocks to try and find what works best.
Do the horse stable specific thinks (Horse Stable with white pegasus) have them in it if you add it? Because if they do, a notch and diamond for you!
Yes, if you are using MoCreatures mod and import one of the stables that includes a horse, the horse (in this case, a white or black pegasus) will be there in your game world. So yes, you can basically get pegasus on demand whenever you want to. I got tired of my game crashing while flying around, and it would just delete my pegasus from the game world when I came back, which is really lame considering the time invested in finding and taming one. So I made these schematics so that I can replace them when I lose them. :smile.gif:
Is there any specific place I should place these shcematics? If I place underground ones while a cave conflicts, will it full up the cave portion that the schematic takes, same as putting a building on a hill?
The empty blocks inside a schematic are actually Air blocks, and if you import them with the "include air" option checked, the air will be there in game. If you don't include air, then whatever is underground will fill the air spaces on a schematic - so for example if you sunk the ship schematic into water and let it sit on the bottom of the sea, and did not include air, then the water would fill the ship up to the waterline.
For the dungeons, align them with ground level. I mean, if you want to. This is Minecraft, there's no official rules on how to play :smile.gif:
But yeah, just align them with ground level to make them look neater. For the Pyramid, it will look best if placed in a desert, obviously. If you want, use a 3 or 4 wide round brush and paint grass / dirt / sand around the perimeter of the dungeon to camouflage the hard edges of the schematic (mostly applicable when placing the dungeon on a slope, if you can find a flat area you should be good to go). Keep in mind this is all just for aesthetics.
Infern Island includes water around it, so just place it in a large sea area and align it so that the water level of the island area schematic matches the water level of the surrounding area.
im not sure if im doing something wrong or im using a crappy comp but i put infern island into my game and every time i go near it i start getting like 2 frames a minute its that laggy and normaly it runs perfectly. any idea whats wrong?
im not sure if im doing something wrong or im using a crappy comp but i put infern island into my game and every time i go near it i start getting like 2 frames a minute its that laggy and normaly it runs perfectly. any idea whats wrong?
This happens to me although it doesn't totally lag. But there is an area around Infern Island that does cause me a noticeable FPS drop.
I suspect it has something to do with the water around and under the island, coupled with how fickle Minecraft can be at rendering long distances.
I think I am running into the same bug in the lighting engine that has grounded the Skylands project. Working on it right now.
im not sure if im doing something wrong or im using a crappy comp but i put infern island into my game and every time i go near it i start getting like 2 frames a minute its that laggy and normaly it runs perfectly. any idea whats wrong?
This happens to me although it doesn't totally lag. But there is an area around Infern Island that does cause me a noticeable FPS drop.
I suspect it has something to do with the water around and under the island, coupled with how fickle Minecraft can be at rendering long distances.
I think I am running into the same bug in the lighting engine that has grounded the Skylands project. Working on it right now.
thank you. i plan on renovating it it to a functional port city. and i saw what you did with the ssssssssstatue.clever. glad i dug up in the very center of the body
- The Tomb of the Warrior King should have monsters spawning properly in it now. (Used lessons I learned from making the mob grinder actually...). Before it was very easy to run in and grab the loot, now the player should see why the Warrior King got that name.
- Frame rate around the island should be improved. Many of the water tunnels have been filled in, so Minecraft will not have to render them anymore. With Fancy graphics and Far render distance, I was getting steady frame-rates in the 60's, before I was getting in the 30's and 40's.
Use MCedit to import them into your world. Click here to get it- it's an awesome program!
I will update the pack as I make new things. I will also take requests if there is something you would like me to design. They are very tiny files, so I'm just including them in a single .zip file.
Feedback is both welcome and appreciated. The best feedback would be a Let's Play! style video of you exploring a dungeon - you see, because I make the dungeons, I can never give them a decent playthrough... because I already know where everything is. It'd be great if I could see someone else clearing a dungeon, to learn how they do.
If you make derivative work based off my templates, all I ask is that you mention me.
Like my Town Construction Kit? Then check out the Medieval Construction Kit by Rahz!
Download:
Current version is : 011
http://www.mediafire.com/?asicdhjbubd5jn2
I used to have all the schematics in one pack. However, Infern Island was more than 5 times the size of everything else on it's own. So for Infern Island and all other massive schematics I make, I will give them their own download link.
Large Schematics with their own Download Link:
Infern Island:
http://www.mediafire.com/?yei2pb2yobb88mt
Ink Blot Island:
Has it's own topic here:
viewtopic.php?f=1022&t=156358
Current Schematics in the Pack:
Dungeons:
(Want to vote on what types of content you like included in a dungeon? Click here for my dungeon research thread!)
(For the most fun, do NOT use MCedit to fly around and explore the dungeons prior to doing it in-game! You will ruin the experience! Just drop them into your world and align them with ground level. Don't cheat! )
Temple of the Natural Order
Loot: Highly Variable
Difficulty: Highly Variable
Story : Yes! Look for signs.
A peaceful temple that used to be operated by priests that loved Nature!
The temple seems to be empty now. What happened here? This is my first dungeon that has a back-story to go with it. You will find signs that will give you clues and information about the dungeon. As such, I'm not really going to reveal anything else about it - finding it in-game is part of the fun! I hope you enjoy it, this one took me quite awhile to do. Oh, and this is also my first dungeon after Beta 1.2, so I used the new materials in it. :smile.gif:
Infern Island
Loot: Variable
Difficulty: Variable
This one is huge. A large island with a town, docks, farmland, and a mysterious shrine built on a hill. There are also other ssssstructures to explore. The island seems to be abandoned... the buildings in a state of disrepair. The shrine leads down to a staircase built around a waterfall. At the bottom is an entrance to an ancient series of tombs.
Some of them are decorative and 100% safe and not dangerous at all!
Others are actually quite dangerous...
The land beneath the island is rich in resources - is it possible those resources attracted trouble to the island and led to it being abandoned?
Fort Ruins with Lower Dungeon
Difficulty: Dynamic
Loot: Dynamic
The deeper you go into this dungeon, the more challenging it becomes! However, with increased challenge comes increased rewards. Good luck with the final treasure vault!
Fort (Arcane Curse) - Resource Rich
Difficulty: Dynamic
Loot: Dynamic
The deeper you go into this dungeon, the more challenging it becomes! However, with increased challenge comes increased rewards. This is a harder version of the previous fort - What happened to cause such an effect on this place? Whatever arcane energies where unleashed here, they have left both riches and danger to be found! The land underneath the fort is rich in resources, but do not expect to be able to claim them without a fight. (Includes a nasty surprise to anyone who has a mod that let's them fly or have a flying mount - the sky may not be as safe as you think...)
Pyramid Ruins with Lower Dungeon
Difficulty: Hard
Loot: High
An ominous ancient pyramid... will you find treasure or will you find UNTIMELY DEATH?! The choices are yours and yours alone. This is a very large dungeon. Search everywhere, there are many secrets hidden away, waiting to be found! There is even an epic secret treasure room, but good luck finding it - and good luck escaping with your loot!
Castles and Bases
Vechs' Town Construction Kit
A large enough project that it has it's own subfolder in the schematic pack. This is a collection of modular schematics that you can "snap together" to create towns and cities. It's a pack within a pack! (In before "yo dawg"...)
The town halls contain chests with supplies for their town militia. The contents match the towns "level." For example, a rural hall has a chest with leather armor and stone swords, while the town hall has a chest with steel armor and steel swords.
Some of the Wall sections of the Town set have built-in dispensers that are pre-loaded with arrows. I plan on the more advanced wall sets to have even more elaborate defenses. (The Rural wall set is exactly what you would expect - walls fit for a farmer village, without much in the way of defenses.)
Oh, and the plaza that uses leaves as decoration, has hidden chests stocked with leaves - because eventually some of those leaves will get destroyed, and you need to be able to replace them manually.
The dispensers already have buttons on them! Fire away! The ones pointing to the sides can hit enemies who are right up against your wall sections.
The Rural and Town walls can even match up, if you wanted to use both sets...
Orne'Rondasse "Castle of the Secluded Tree"
This is the first castle I'm uploading in my new "Castles and Bases" section, and wouldn't you know it, it's not even made out of rock! I decided to try and make something "elfy" or elven in style, and what could be more in tune with those pointy-eared tree-huggers than a castle made out of planted trees? This building took a little over a week of in-game time to build, as I literally had to "grow" the building... I would plant trees to form one floor, then let them grow, prune the leaves in the middle back to construct a room, then plant another floor.
The schematic is Orne'Rondasse and the surrounding land, it will fit best into a large forest, preferable by a river or ocean, so you can align the exit of the lake beneath the castle to the nearest body of water, and if you do that, then you can sail out from the castle using the included docks.
In the elven language of J.R.R. Tolkien literature, "Orne Rondasse" translates to "lonely tree castle" or "isolated tree castle." But for the common translation, I think "Castle of the Secluded Tree" sounds the best. Yes, I looked it up. Yes, I am a nerd. :smile.gif:
The plot of land includes the castle itself, light-posts to illuminate the grounds, a lake, docks, waterfall, and a tunnel that you can use to start a mine, complete with attached storage room.
Utility Buildings:
Bedrock Boat Shaft
Combines a Safe-Drop and a Boat Elevator linked together in a single chunk. Now getting to bedrock level from the surface is even easier and faster than ever! (Also functions as an ink sac harvester on accident - the silly squid will kill themselves on the boat elevator. Umm... hooray, free ink!)
Contains chests at the top and bottom pre-stocked with boats, for your convenience. Also has a plain old ladder if you have amaxophobia (fear of being in a vehicle), or if you want access to intermediate levels. And hey, it takes up exactly one chunk, so it will fit very nicely in with the Town Construction Kit - a fast way to get bedrock access for your town!
Vechs' Monster Factory
A compact monster grinder. Consists of 2 floors - the collection / main floor, and the second floor, where monsters spawn. Fairly good rate of collection. Water conveyors channel monsters into a lava-ladder killing device. Another water conveyor carries the loot to you.
The entire factory is 12 by 16 blocks. There are two versions in the pack - just the building, and the building and the entire chunk. The chunk version has nothing but stone then bedrock below the factory - no natural caves for monsters to spawn in (this would detract from the spawn limit and slow down the factory.)
Caution : Contains humorous signs.
Compact Farm
A tiny and very efficient farm. The walls and glass will force the wheat and seeds into you, so they will not fall in a spot that is hard to reach.
Extended Farm and Modular Farm
A farm based on the original design, but extended for higher crop yields. Also included are 3 other schematics - Modular Farm Front, Rear, and Middle Section. Place the Front section down, add as many middle section as you wish, then cap the end with a Rear section.
Tree Farm
The glass ceiling will make it impossible for trees to ever grow high enough that they are unreachable from the ground. You will always be able to harvest all the lumber while standing at ground level. (That rear stone wall is part of my castle perimeter, it is not part of the Tree Farm schematic.)
Storage Room v02
A compact room with chests and signs labeling their contents. Has a very tiny amount of items already in the chests, just to show examples of loot placement - just one of each of the lower tier items, nothing gamebreaking. In the picture, the roof is cutaway to show layout, the actual schematic has a roof.
Version 02 now includes a workbench, and the odd bug where all the T's in the text on the signs are capitalized should be fixed.
Observation Tower
The top of the tower contains cloth, glass, and a single red brick block with torches to help stand out from a distance. Useful as landmarks, gathering points, or as a capping structure to an existing fortress.
Ship - Colony Ship
Useful for roleplaying (start a new map and place this as your spawn / starting location. Or as an impromptu dungeon (submerge it in water- if you do, do not use the Copy Air option). The chest on it contains some lower-grade resources to help found a colony - stacks of cobblestone and wood, mostly.
Ship - Brigantine
A military companion to the Colony Ship, this ship comes with broadside cannons, chests of military gear, and is ready to rule the high seas! Inside the ship, you will find two cargo holds - one fore, one aft, a captains suite, and crew quarters with beds and footlockers. The ship has 8 TNT canons, with pre-stocked canon chests. The canons are simple models, actually they are naval versions of my Davion Mk01 Light Field Gun. They are 2T guns with a 1T payload, making for a total weight of shot for each broadside 4T. Anything larger would be awkward to fit onto the ship hull and still have it look nice.
Reed Farm
A simple reed farm. Oh wait, I guess it is sugar cane now... Anyway, the farm is modular, you can just repeat the schematic to make the farm however large you want it to be.
Dispenser - Arrow Turret (Fully Stocked)
A dispenser that comes pre-loaded with 9 stacks of arrows. Mounted on stone blocks with a button on the back to fire it.
Cactus Wall Kit
I think this one is pretty self-explanatory.
Game Maps
Ink Blot Island
I was just derping about in MCedit and I made this. If you have ever wanted to play on a large island surrounded by an endless ocean, this is for you! (Okay, it's not endless, but it is huge - you will really feel like you are on an island with nothing but ocean around you.) As a reference, I have one chunk selected, so you can see how big the place is.
To compensate a little bit for being stuck on an island, I've placed increased levels of coal, gold and iron.
(Especially iron, all the dirt deep below ground is converted to Iron ore - happy digging!)
Edit : Oh good god... apparently even a small amount of popularity will totally rape a Photobucket account... let's switch to using Imgur.
Sweet, II look forward to it!
Chances are very good.
1 sec...
Edit : Done! Added an extended and modular farm.
Thanks for the compliment - check back every few days, I plan on making new dungeons on a regular basis.
I think my next dungeon will be a forest ruins type place with a central waterfall flowing into a below-ground temple and tunnel network.
Yeah that description was a bit all over the place, but I can see it in my mind and it looks really cool. :smile.gif:
Legocraft
Farmcraft
Necro-craft
Oceancraft
Coffee craft
Chemicraft
The NSPA (New Slime Protection Agency)
Arrow Heads + Bows
Dragoncraft
Modular Boats/ Airships
Slime ball USES
Jurassicraft
Trapcraft
Added Infern Island
I'm looking forward to trying the other ones!
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Thanks for the feedback! Spawners are something I occasionally have trouble with... they don't always behave the way I want them to. On some playtests they work fine, doing what I intended, then on other playtests, without me changing ANYTHING, they won't spawn monsters. Or they spawn slowly. Or they spawn monsters in odd locations (teleporting them through the floor, wall, ceiling, ect. to places I don't want them to be.) A spawner creating monsters outside the dungeon bounds or through a wall into an empty chamber is one of the worst things to happen - spawners have a limited allowance of creatures that they can have created in the world at any one time, so a mob spawned in a useless location is wasting one of the spawners creature "slots."
I know the game places limits on monster spawning, so I have a feeling the spawners are affected by the amount of monsters already in surrounding chunks beyond the dungeon. I have no idea what types of areas people put the dungeons into, so I have very little control over this aspect - that's why my newer stuff will have more emphasis on environmental hazards that I can work with more predictably. (Infern Island, the Tomb of the Jester Prince comes to mind :biggrin.gif: )
I'll keep experimenting with spawner placement and surrounding blocks to try and find what works best.
Cheers :smile.gif:
Sure, I think I can make one... I know the basic principles behind their operation.
1 sec, I'll try to make one right now...
Edit: Done!
New schematics:
Monster Factory
Monster Factory (chunk + building)
Yes, if you are using MoCreatures mod and import one of the stables that includes a horse, the horse (in this case, a white or black pegasus) will be there in your game world. So yes, you can basically get pegasus on demand whenever you want to. I got tired of my game crashing while flying around, and it would just delete my pegasus from the game world when I came back, which is really lame considering the time invested in finding and taming one. So I made these schematics so that I can replace them when I lose them. :smile.gif:
The empty blocks inside a schematic are actually Air blocks, and if you import them with the "include air" option checked, the air will be there in game. If you don't include air, then whatever is underground will fill the air spaces on a schematic - so for example if you sunk the ship schematic into water and let it sit on the bottom of the sea, and did not include air, then the water would fill the ship up to the waterline.
For the dungeons, align them with ground level. I mean, if you want to. This is Minecraft, there's no official rules on how to play :smile.gif:
But yeah, just align them with ground level to make them look neater. For the Pyramid, it will look best if placed in a desert, obviously. If you want, use a 3 or 4 wide round brush and paint grass / dirt / sand around the perimeter of the dungeon to camouflage the hard edges of the schematic (mostly applicable when placing the dungeon on a slope, if you can find a flat area you should be good to go). Keep in mind this is all just for aesthetics.
Infern Island includes water around it, so just place it in a large sea area and align it so that the water level of the island area schematic matches the water level of the surrounding area.
This happens to me although it doesn't totally lag. But there is an area around Infern Island that does cause me a noticeable FPS drop.
I suspect it has something to do with the water around and under the island, coupled with how fickle Minecraft can be at rendering long distances.
I think I am running into the same bug in the lighting engine that has grounded the Skylands project. Working on it right now.
thank you. i plan on renovating it it to a functional port city. and i saw what you did with the ssssssssstatue.clever. glad i dug up in the very center of the body
Naturally, credit will be given when I use it.
This update includes fixes to Infern Island:
- The Tomb of the Warrior King should have monsters spawning properly in it now. (Used lessons I learned from making the mob grinder actually...). Before it was very easy to run in and grab the loot, now the player should see why the Warrior King got that name.
- Frame rate around the island should be improved. Many of the water tunnels have been filled in, so Minecraft will not have to render them anymore. With Fancy graphics and Far render distance, I was getting steady frame-rates in the 60's, before I was getting in the 30's and 40's.
- Added a new dungeon area. :smile.gif: