Please note: This project is not under active development and the last supported version is Minecraft 1.12. See the issue queue for more information.
MCDungeon will create a procedurally generated dungeon in a preexisting Minecraft map. It is not yet feature complete, but can already generate dungeons with quite a bit of variety.
Automatically finds a good location on a map based on range, size, and depth parameters. Can detect player structures and try not to overwrite them. Avoids placing dungeons in the middle of the ocean.
Dungeons can be removed from a map later and the landscape allowed to regenerate.
Dungeons can be regenerated in place with a new layout, mobs, and treasure.
Can generate multiple dungeons in a map, or try to fill the map with as many dungeons as possible.
Generates room layouts based on a random weighted selection of rooms. Rooms are filled with random hallways, floors, room features, and ruins on the surface, all of which are configurable.
The density and placement of doors, portcullises, and torches are configurable. Option to place fewer torches as levels go down. Less light == more danger!
A "fill caves" mode that will fill in nearby natural caves in an attempt to concentrate random monster spawns inside the dungeon.
Places stairwells between levels, and a random entrance with a spiraling staircase. Some entrances have a configurable height so it can be seen from far away.
Places chests with loot around the dungeon in (probably) hard to reach places. An arbitrary number of loot tables can be configured to provide variety. The density of chests is configurable. Custom potions, magic items, and armor. The heads of legendary adventurers.
Places mob spawners throughout the dungeon. These will likely be near chests, but not always. Mob types are configurable. The density of spawners is configurable. Some 'non-standard' mobs are available. Custom mob spawners can be created with an NBT editor.
Optional in-game maps of dungeons.
Random placement of secret traps and puzzles.
Output floor maps to a terminal with color on ANSI systems.
Output entire dungeon maps to HTML.
- More room, hall, floor, feature, and ruin types.
- More traps!
- Harder hard mode!
- More stuff as Minecraft evolves!
The stand-alone versions for Windows and OS X, include a "launcher" script that will run in interactive mode. For advanced usage, run the mcdungeon executable from the command line like the python version.
List available subcommands and options:
$ python mcdungeon.py --help $ ./mcdungeon --help
Help on a specific subcommand:
$ python mcdungeon.py <subcommand> --help $ ./mcdungeon <subcommand> --help
- Python 2.7
- futures (Linux and OSX)
These also work for the stand-alone version. Just replace "python mcdungeon.py" with "mcdungeon"
$ python mcdungeon.py interactive
Run in interactive mode. From here you can add, list, delete or regenerate dungeons.
$ python mcdungeon.py add Dungeon 5 4 3 --term 1
Load a world named 'Dungeon', generate a 5x4x3 dungeon layout (5 rooms E/W, 4 rooms N/S, and 3 levels deep) and display the results in a terminal window. (In color on ANSI terminals only. Sorry Windows) The world files will not be modified, but are required. Basically a "dry run."
$ python mcdungeon.py add Dungeon 4-6 4-6 5-8 -n 5 --write
Generate five random dungeons between the sizes of 4x4x5 and 6x6x8 and save them to the world.
Several example configs are included. These can be copied and/or modifed to suit your own tastes.
A little of everything. This one is heavily commented. If you want to know what a config option does, look here.
This produces maps that are the same as the default, but with more types of monsters and more spawners.
Mostly cavern type rooms. Very few "dungeon" looking rooms except the treasure chambers. It's a bit like exploring caves with the occasional dungeon room.
Basically bumps up the number of corridor type rooms and the number of loops the dungeon layout has. You'll end up with fewer rooms and lots of twisty halls to get lost in.
Better treasure, fewer monsters and traps. Easier dungeon layout (very linear) and maps of every level.
Less treasure in upper levels, more confusing dungeon layout (lots of loops) more monster spawners. Hidden spawners. Creepers are more common. Buffed monster spawners. No maps. It also fills in all the surrounding underground caves so that monsters spawn inside the dungeon much more frequently. No exit portals.
Thanks to the following for their code, interest, inspiration, and great ideas! (in no particular order)
BeeTLe BeTHLeHeM, codewarrior, Link1999, SoNick, Commander Keen, Yelik, NoiGren, whoiscraig, ChocolateySyrup, Sevminer, AnderZ EL, SuddenLee, Silre, NuclearDemon, bking1138, BarthVader, koredozo, janxious, compgurusteve, Meindratheal, ChosenLama, JiFish, djchrisblue, sshipway, denemanow.