People who need to make this datapack for 1 19 and up: The configured_structure_feature file needs to be renamed to: structure . And the contents of the file itself should look like this: { "type": "minecraft:jigsaw", "biomes": "minecraft:BIOME HERE", "step": "surface_structures", "spawn_overrides": {}, "start_pool": "YOUR START POOL", size: 6 "start_height": { absolute: 0 }, "max_distance_from_center": 80, "use_expansion_hack": false }
This is really cool and actually feels vanilla when a lot of dungeon upgrades don't. However, there is something that is forgotten when people try to upgrade the structure. That is how dungeon are great for early game farms. The structure created here still has that potential but it would be a lot harder to manage with early game gear (iron tools and armor). With that said, I don't think the classic box dungeon should be replaced. Instead, a new type of dungeon or similar structure should be added
@@JunebugGaming Mob grinders are simple farms which means they are easy for casual players to build. I play minecraft when I have time to between my college classes. I don't have time to build over complicated farms so I look for simple ones that don't require a high amount of time or resources. Making something require too much time will put it behind a wall for players with less time. The recent change coming in 1.20 for netherite annoys me because I already didn't have time to mine for netherite. I recently lost my 3 year minecraft world do to my laptop breaking. Almost had enough scraps to make a full set of netherite armor. Now I'm in a new world back at having 0 netherite. After 1.20, I doubt I'll ever get full netherite. I just don't have the time. Nerfing farms would mean I have to spend more time grinding and I can't get to any of the projects I want to do. Just building a small farm takes me a few days. I just finished a villager breeder after almost a week. Minecraft needs to be playable for all players, not just whoever has time. Mojang can add bigger dungeons that take more time, but they should keep the simple stuff at the same time.
@@Andrewtr6 I'm a casual player without much time to play as well, but getting to the end game in minecraft is way too easy. Not trying to dog on you or anything, but netherite is easy to get if you know how to do it. It makes minecraft boring after only a couple hours for a lot of people. A lot of farms are super easy for how effective they are, so it makes it almost redundant to ever leave your base after a certain point.
0:28 Being so early, they're treated differently than what we normally think of as structures. With the "Structures Enabled" option turned off in worldgen, Dungeons still spawn, so they're not "structures" technically
@@legocreatorkid9602 you can't /locate structure them. They're considered "features", examples of a feature is a tree or a mossy cobblestone boulder in old growth taiga.
I still remember the time when dungeons were the only place in the game to get mossy cobblestone and cocoa beans, which were quite rare at that time. Then crafting recipes for mossy cobblestone were added and cocoa beans could be found in jungles. Now the main reason to search for dungeons are the occasional golden apples or enchanted books in the chests. They also used to be a lot more common in older versions. There used to be so many of them in caves but now you rarely ever find any at all.
You can actually locate them using map seed readers and they are surprisingly common still. Of course finding them in vanilla is still rather difficult but I am usually rather lucky. It is in some ways cheating I suppose but it was interesting to see just how many there actually were
this is exactly what i wanted for 1.18 caves and ciffs. they needed to update not only the caves but the structures that came with it. they did do mineshafts, kind of, but dungeons and strongholds should have been addressed. the way you did dungeons is perfect, you deserve to be hired by mojang
Loved the video! I came away having learned something about the Jigsaw block. I honestly had no idea how they worked, and now I think I'll have to start using them. P.S. I saw myself at 11:28!
What would make this really work well is have log doorways with planks covering the doorway that you need to break open to reveal more of the dungeon and using cracked brick for more locations to mine through
@@neorahi3 I always disliked the cracked dungeon bricks in terraria, their execution was horrible, in something like this, it would be much more easily well-executed
@@bungiecrimes7247 to hint that there's actually something behind the wall? you're not going to just mine into every wall you see unless you're absolutely insane or hear mobs behind them
The classic dungeon should get a little renovation too imo, since it’s basically just a cube, it doesn’t have to be too different but add some stuff to make it look a little better
@@CodeNeonMC I actually like your dungeon structure it’s very vanilla and classic and very easy to manage through and you don’t get easily lost Unlike those other dungeon mods (shivers) you should make this as a mod than a datapack but consider how hard it is to make a mod I’m guessing this all you can do For now I’ll try it out
We should update the dungeons tho. Not just add a new structure. Heck I would love to see a structure update. Maybe floating ships with fishermen outside of villages, or a pirate ship with treasure. Maybe active mines.
This is actually something i thought of recently, so i'm glad RUclips magically recommended me this. If i do have to be nitpicky, then that would be the rooms feel empty and repetitive, especially the larger ones. One of my thoughts to compensate this would be to add rooms with traps, such as arrow dispensers like the ones you would see at a jungle temple, or parkour sections where you would have to jump over a pit with pointy dripstone at the bottom. Alternatively, you can also add more blocks thats more or less not underground-related. Still would prefer this over the box dungeons.
Oh I totally agree on a personal level. The problem is I was going for a vanilla feel....and unfortunately, vanilla....well.....vanilla tends to be pretty simple.... That said, I'm currently doing an archaeology upgrade that I think you'll find more interesting....shhhh here's a sneak peak 👀 ruclips.net/video/Anq0aR4gYuI/видео.html
This is wonderful. I actually just made a pack, myself, revamping the crafting and mob drops to something a lot more fun (put the video up like an hour ago) and this popped up on my recommended. 100% gonna download it and try to find one now haha, A+ my man
Tip: you can make an outer layer that then generates interior rooms. Instead of making a middle room section that expands outwards to either side, you could create a large outer shell then generate segments within the shell. This can also take other forms. For example, you could create a “backbone” segment that has a bunch of structure voids and structure generation blocks, allowing you to make very large and seemingly complex structures that don’t even need to be touching each other. For example, as a dnd player, I might make a backbone structure that is a whole dungeon story tall and includes a structure generator block to generate another backbone structure below, to create several dungeon levels down, and on each backbone structure, I have an irregular grid that looks almost like a puzzle of tetris pieces, and where each of those pieces are I have a structure generator block that generates a segment that fits into that tetris shape. This would give up to 6 levels of dungeon.
I knew Minecraft had a way of adding custom structures, but having not kept up to date with updates, I didn't realize just how much could be done entirely in-game. I thought that you'd still need an external editor and to manually edit the JSON files. Those new-ish structure blocks are actually really cool!
as someone who plays exclusively peaceful, i like box dungeons for being a simple little bunkhouse in the caves. but this? this is a full mansion! excellent work my guy! imagine it intersecting with a mineshaft... the one thing id personally change is maybe the stone bricks, since id automatically think "stronghold", but im not sure what other options you have. best i got is maybe the -ite stones for variety? but i know negative nothing about building, and the end result you have is beautiful. good job and congrats on the new subscriber!
Man, this has to be one of my favorite Minecraft tutorials ever, it's really well-explained and very easy to understand, so great job for this, man! I wish more people would see this, because not only that it's informative, it's interesting as well, so you can't get bored by watching it! You got my sub and I hope it helps you a bit (even tho not as much as you've helped me and many others)!
I definitely think you succeeded at keeping it feeling like the vanilla dungeon with a relatively simple block palette and clearly demonstrated with the gameplay segment that this would actually be fun to explore and poke around. I'd argue this structure is already better than the vanilla Strongholds gameplay wise, though it's always difficult to balance "more monster spawners = more challenge" with that then giving players the opportunity to exploit that for huge mob farms. These seem sparse _enough_ that if you did try to farm them you could probably get 2 spawners running at once, while also having enough and multiple floors to where monsters will be spawning while you're exploring an area you don't think is in range of one (one of the reasons mineshafts can be so dangerous, "hey, why do I hear so many spiders?")
2:50 I think shuffling the array of rooms will work. With normal randomization your rooms will have a chance to repeat. With shuffling randomization you will get all the rooms possible without repeating unless you run out. (Reshuffling after that) I did something like this when I made a roguelike in unity, really cool stuff dude. Maybe mojang hires you to make new dungeon structures it would be really cool. Also thanks a lot. This also helps me lol
I thread the operation and put a yield in each step so the system clock changes between each random in unity. Since java handles threading in a similar way to unityscript with coroutines it would probably work just the same.
This is EPIC. Dungeons have always been such a huge disappointment (for me personally, I mean) that I've ignored them since...well...forever. If Mojang included procedural dungeons like this in Vanilla...that would be so killer. Great idea, mate.
This is so awesome, I wanna make this myself soon. However I don't recommend having a creeper spawner inside your dungeon. The reason that creeper spawners were removed was because the creepers would destroy the dungeon they spawned in, and they will do the same to your newly designed dungeon if you leave them
this is really neat, although i didn't learn much because i knew most of the info here (i make worldgen datapacks), learning more about jigsaws and how you presented it is really cool!
I did not need to watch this nor did I search it up but I still watched the whole thing from my recommend page, I even watched the tutorial part even though I wasn't here for that. It was a great video and gave me a reason to sub
Minecraft dungeons have been neglected for too long. I enjoy clearing strongholds, mineshafts aren't bad. But the lone single room and spawner Minecraft refers to as a "dungeon" is insulting at this point. I'd like to see exactly what you set up, with random bosses that drop randomly enchanted loot. It would be great if a few new boss type creatures were added that had more hp and dmg than regular. I am not asking for Warden level bosses, where the only way to kill them is to cheese them from range. It would also be cool if villagers near a dungeon could have quests that involve that dungeon and result in emeralds or other rewards for completion. Give me more reasons to explore my world.
This would be cool as a separate structure, but I think it's important to have small structures with not much use, like dungeons, desert wells, ocean ruins and witch's huts.
This is a really good video, definitely saving it if I ever wanna do some programming for Minecraft mods or datapacks which I would like to do at some point in the future.
he just manually right-clicked a creeper spawn egg into the spawner and saved it as a structure file creeper spawner doesn't exist in vanilla Minecraft
One thing u could have done for the origin structure was make it 3 tall room or even 4 cuz the structure saver can save a pretty big structure and that would allow 16 different pathways at the start and have it have parts on certain levels spawn stairs behind a hallway that can theoretically connect to a structure above if it doesn't it can connect to a floor to fill the spot that would have been stairs lol
Now I'd like to see a little more variation in size I guess we could have levels 0 to 3. Level 0 is the dungeons we have in the base game Level 1 would be about 2 to 5 small rooms. The cannot be found one the surface and would exist below Y-20 Level 2 rooms would be 5 to 10 rooms and exist below Y-40 Level 3 rooms would basically be what was show in the video.
It would take more file saves but you could track the level the jigsaws go to with the target fields so you can have certain pieces stop generating at certain levels to not have ungenerated portions. So the last segment only makes dead ends. Or don't allow stairs in the last few so your new floor isn't just a dead end.
Now I'm gonna make a data pack because it does not seem impossible with your tutoriel, I thought you needed to Know JavaScript and all this kin of stuff but non actualy, thanks a lot, you just a earned a New subscriber😄👋
Whoa I like know stuff now this was mega help full! I wasn't even thinking of doing anything like this but I had wanted to learn more And this hyped me up and helped me!
Seems cool, it fits in with vanilla well, and great use of the structure generating mechanics, one-upping vanilla in a way that still blends in. Theres always the risk of being overpowered, allowing the player access to multiple close by spawners. But at this point even 3 spawners of basic mobs nearby each other is probably still worse than a simple darkroom mob farm in the sky, so I think it's a fine power level increase for dungeons. It's not uncommon for servers to add mods that allow players to amass many more spawners than that This could create situations where it might be possible for 2 of these dungeons to generate nearby and large enough to collide. Perhaps its possible to get 6 or 7 spawners in close enough range to all be active at once at a reasonably possible frequency. And if a mineshaft runs through you might get 2 more spawners. It would likely be quite rare so I dont think it's problematic, but the power level of spawner intersections through structure collisions is something to be considered
so, what you're saying is that we can make endgame loot areas like full enchanted netherite in a village chest? Or in this case we can make giga dungeons like dungeons from RL craft
even though is video is years old, those dungeons still - sadly - do not exist in vanilla minecraft to my knowledge. One thing i would love to see is a end-segement that generates ore. Because, to be honest, a player would stumble over these in search of Dia's, Gold, Iron and so on. The pile of loot is a great idea to give you something, but this seems artifical due to the limitations of creating i guess. To have these "empty" segments ending in an increased chance of ore, would be very rewarding to a player. In many of the Spider/mining shafts dungeons, we have segments of "normal" cave with chance of ore, wich in my humble opinion is a great feature
I remembered that I was trying to do a revamped Nether Fortress but couldn't get to figure out how to make these Jigsaw Blocks to work. This will help me hopefully if I could understand it.
Quick question, structure files can contain structure blocks and redstone componets as well. Structure blocks are not jigsaws, and thus might not follow the same restrictions as jigsaws. They can also be activated by redstone. So could you save a structure file that will automatically create, with a structure block triggered by some redstone rather than a jigsaw, a connector room that starts a whole new chain of jigsaws to reset the 7 step limit, by having it generate something that will automatically activate (by redstone) the structure block to do so, as well as another structure block to delete the redstone bit and structure blocks generated? Example: A room generates from a jigsaw which contains a structure block to continue the chain instead of a jigsaw. This structure block has a pressure plate on top, and a zombie or something spawns on top of that. The mob spawns, falls onto the pressure plate and triggers the structure block, which generates a new room with a new jigsaw; one generated fresh without the 7 step limit reset. This also activates another structure block, with a tick of delay, which deletes the redstone and structure blocks that triggered all this, including itself. The structure block might also bypass the fact that jigsaws will not generate if the generated bit intersects with an existing one, which could be useful. This ultimately depends on if the 7 step limit & intersection detection is specifically for jigsaws, or is also counted when using regular structure blocks in structure generation. If this does work, it'd also have to be used very carefully to avoid infinite chains and parts of the structure overwriting existing parts. While infinite chains would probably crash the game, the overwriting function might be something you want in some cases, and being able to extend chains could also be very useful, as long as probability ensures it won't be infinite. Also, is there a way to make it so that the structure block knows what 'step' its on? Could be useful if you could make a structure block detect that it is on step 7 and thus generates a dead end room or something of the sort.
Yes, you can do this! It does have some drawbacks, but it is the simplest way to exceed the 7 step limit. The drawbacks- 1.it can be quite laggy to do this. Minecraft doesn't like changing lots of blocks outside of worldgen. 2. You have to take extra care to make sure it doesn't overwrite other parts of the structure. If it tries to generate into am existing part of the structure, it will overwrite it. Also, there are a few ways to make the process more optimal. More than likely you would want to trigger and remove the structure blocks with commands relative to marker entities, verses Redstone built into the structure.
I REALLY hope I can learn to do this with villages when I lost my viking village forever ago after spending months on it I was devestated so if I could make X amount of buildings and slowly replace each village with my own structures that would be amazing! especially if i could add a halloween village to the dark oak biome
Nice vid, nice dungeon! I will ask, does it initially spawn like normal dungeons (has to be attached to a cavity like cave, mine, etc), with the game giving it 7 tries to spawn), and then branch out from there?
Having certain structures or segments spawning only at 7 would be a great way to end segments with special rooms designed to finish it off. Redstone rooms maybe? The occasion trap.
Doesn't work that way. I mean, you *can* do that with an unbelievable about of excess work, but yea there's no way to determine a new set of generation options based on what level it's at unless you do an insane amount of work.
Seeing you destroy the spawners breaks my soul, as those could be turned into farms later. But I know that this video isn't about playing Minecraft, it's about showing off your datapack.
I've been using the Dungeon Master's Guide of Dungeons and Dragons to generate some dungeons because the randomness and modularity to me creates a problem to creatively solve, resulting in very interesting dungeons. I have a mind to see if I could make that in minecraft. Not perfectly of course but to some extent. It would be a massive project since I believe it's multiple 20 - 100 part lists of options. But it should be a fun project.
Now watch the pseudo-horror-sci-fi movie "Cube." Take your concept in this data pack and put that spin on it... in 1.20 I'm pretty sure there are different traps and things you can put in the dungeons to make players SQUIRM... but make the stress worth it with a revamped loot pool.
Glad I stumbled into this video to remember my jigsaw structure development days. I do have a question though. Would a Jigsaw System work in a dimension where it makes a chunk-aligned structures indefinitely? My guess is probably not because of levels and steps but I'd like somebody to tell me that I'm wrong.
If I was to make one, I would have the origin point be six-sided so there can be a generation above and below as well. And I would put some damn good loot in the origin spot as a reward for "clearing the dungeon".
played it, and i actually liked it! the dungeon's feel pretty hard to traverse. though the only nitpicks i have is that there are, 1. to many spawner's (so that basically means the player has like 2 - 5 spawner farms wich is way to overpowered). and 2. there are a bit to many block patches with to much coal and copper blocks in them. making them pretty usless sometimes unless you need them.
I just going to ask if you wear part of the creation of the new Dungeons that are going to generate in the new update of Minecraft 1.21. Because you did a great job here.
very good! but this can be very strong for survival (also hard to conquer). Having skeleton spawners that close can be really good for mob farms, like 3 skeleton spawners
I think the box dungeon has a special dilemma that not many other structures have. The dungeon is the FIRST structure. Maybe the reason it hasn't been changed is because most people are too attached to it. It is the first structure after all. Or it's just kinda been forgotten.
So basically you made the XP farming perfect dungeons into the stronghold just random and without an actual reason to go there like the end portal like a combination of a cave and the stronghold, they probably didn't make the dungeons like that because that'd be too many similar structures it would be like making the jungle temple like the dessert temple just out of stone,slightly bigger,and with more traps. Would be wacky if you had to go through that dungeon to get to the stronghold to get to the portal though ,it would be irritating to some but fun for others.
Honestly, out of all the classic structures, I personally hate the ocean monument the most, mostly because it feels empty except for the elder guardians, which are complete pushovers, so I'd love if you redesigned them as well.
Hey, ProGameBot(I don't know what to call you)! I literally just found you today, But I already love your content! I hope to see more stuff like this in the future.
People who need to make this datapack for 1 19 and up:
The configured_structure_feature file needs to be renamed to: structure . And the contents of the file itself should look like this:
{
"type": "minecraft:jigsaw",
"biomes": "minecraft:BIOME HERE",
"step": "surface_structures",
"spawn_overrides": {},
"start_pool": "YOUR START POOL",
size: 6
"start_height": {
absolute: 0
},
"max_distance_from_center": 80,
"use_expansion_hack": false
}
I like your funny words magic man.
Sorry for bothering, do you know if it's any different for 1.16.5?
Remember your commas and properties' quotation marks! JSON doesn't quite like it when you don't...
N.b. "size": 6, and "absolute": 0
please add "quotation marks" to the top text so its easier for others to read, thanks
I stil don't understand how to make it on 1.19.2
This is really cool and actually feels vanilla when a lot of dungeon upgrades don't. However, there is something that is forgotten when people try to upgrade the structure. That is how dungeon are great for early game farms. The structure created here still has that potential but it would be a lot harder to manage with early game gear (iron tools and armor). With that said, I don't think the classic box dungeon should be replaced. Instead, a new type of dungeon or similar structure should be added
Farms, while cool, should probably be nerfed overall anyways. so making them harder to build would be a good way to do that.
Who cares?
@@aeolian951 People who use the farms I would guess
@@JunebugGaming Mob grinders are simple farms which means they are easy for casual players to build. I play minecraft when I have time to between my college classes. I don't have time to build over complicated farms so I look for simple ones that don't require a high amount of time or resources. Making something require too much time will put it behind a wall for players with less time.
The recent change coming in 1.20 for netherite annoys me because I already didn't have time to mine for netherite. I recently lost my 3 year minecraft world do to my laptop breaking. Almost had enough scraps to make a full set of netherite armor. Now I'm in a new world back at having 0 netherite. After 1.20, I doubt I'll ever get full netherite. I just don't have the time.
Nerfing farms would mean I have to spend more time grinding and I can't get to any of the projects I want to do. Just building a small farm takes me a few days. I just finished a villager breeder after almost a week.
Minecraft needs to be playable for all players, not just whoever has time. Mojang can add bigger dungeons that take more time, but they should keep the simple stuff at the same time.
@@Andrewtr6 I'm a casual player without much time to play as well, but getting to the end game in minecraft is way too easy. Not trying to dog on you or anything, but netherite is easy to get if you know how to do it. It makes minecraft boring after only a couple hours for a lot of people. A lot of farms are super easy for how effective they are, so it makes it almost redundant to ever leave your base after a certain point.
0:28 Being so early, they're treated differently than what we normally think of as structures. With the "Structures Enabled" option turned off in worldgen, Dungeons still spawn, so they're not "structures" technically
Yeah dungeons are much like amthist geodes but i think you can still /locate structure them
@@legocreatorkid9602 with those information we can pretty much say Dungeons are their own thing
@@legocreatorkid9602 you can't /locate structure them. They're considered "features", examples of a feature is a tree or a mossy cobblestone boulder in old growth taiga.
@@55ocsguy67 As are wells.
@@legocreatorkid9602 I'm 90% sure geodes have the exact same spawning criteria as dungeons but with a height limit.
I still remember the time when dungeons were the only place in the game to get mossy cobblestone and cocoa beans, which were quite rare at that time. Then crafting recipes for mossy cobblestone were added and cocoa beans could be found in jungles. Now the main reason to search for dungeons are the occasional golden apples or enchanted books in the chests.
They also used to be a lot more common in older versions. There used to be so many of them in caves but now you rarely ever find any at all.
You can actually locate them using map seed readers and they are surprisingly common still. Of course finding them in vanilla is still rather difficult but I am usually rather lucky. It is in some ways cheating I suppose but it was interesting to see just how many there actually were
The main reason for me is actually farms, not getting golden apples or anything
You forgot about saddles.
@@StarhiveartI wait until I can make an enderman farm.
@@That0Homeless0GuyI would rather say name tags. Saddles are easy if you find a pillager outpost and do raids
this is exactly what i wanted for 1.18 caves and ciffs. they needed to update not only the caves but the structures that came with it. they did do mineshafts, kind of, but dungeons and strongholds should have been addressed. the way you did dungeons is perfect, you deserve to be hired by mojang
Loved the video! I came away having learned something about the Jigsaw block. I honestly had no idea how they worked, and now I think I'll have to start using them. P.S. I saw myself at 11:28!
you got an accidental shout out, nice
@@UtopssAKAPJ I know! And I was already really pumped about this video :D
@@AvidMc lol
What would make this really work well is have log doorways with planks covering the doorway that you need to break open to reveal more of the dungeon and using cracked brick for more locations to mine through
First part, agreed. Second part, sounds like the terraria dungeon.
@@neorahi3 I always disliked the cracked dungeon bricks in terraria, their execution was horrible, in something like this, it would be much more easily well-executed
Well... It's called Minecraft I'd already assume you need to mine a block? What would be the purpose besides aesthetic?
@@bungiecrimes7247 to hint that there's actually something behind the wall? you're not going to just mine into every wall you see unless you're absolutely insane or hear mobs behind them
Needs a few hazard areas. Like a empty room with broken bride.
I did not expect to learn how to make a datapack from watching this but thank you for that lol I was already interested in learning how to make one
I think an official dungeon upgrade would be great, but I sincerely hope they always keep the classic dungeon in the game too
The classic dungeon should get a little renovation too imo, since it’s basically just a cube, it doesn’t have to be too different but add some stuff to make it look a little better
this was a fascinating watch, and even though I'm not super technically inclined i felt like you did a great job making things easy to understand!!
0:01 "in a cave looking for diamonds" gave me ptsd
Glad I'm not the only one
That's funny; I'm in the same cave looking for miners.
how does this have so little views??
it was actually extremely useful as im trying to mod new structures into the game
Absolutely love to hear that. This is one of my favorite videos I've ever made :)
@@CodeNeonMC I actually like your dungeon structure it’s very vanilla and classic and very easy to manage through and you don’t get easily lost
Unlike those other dungeon mods (shivers) you should make this as a mod than a datapack but consider how hard it is to make a mod I’m guessing this all you can do
For now I’ll try it out
Lol he predicted 1.21
We should update the dungeons tho. Not just add a new structure. Heck I would love to see a structure update. Maybe floating ships with fishermen outside of villages, or a pirate ship with treasure. Maybe active mines.
This is actually something i thought of recently, so i'm glad RUclips magically recommended me this.
If i do have to be nitpicky, then that would be the rooms feel empty and repetitive, especially the larger ones. One of my thoughts to compensate this would be to add rooms with traps, such as arrow dispensers like the ones you would see at a jungle temple, or parkour sections where you would have to jump over a pit with pointy dripstone at the bottom. Alternatively, you can also add more blocks thats more or less not underground-related. Still would prefer this over the box dungeons.
Oh I totally agree on a personal level. The problem is I was going for a vanilla feel....and unfortunately, vanilla....well.....vanilla tends to be pretty simple....
That said, I'm currently doing an archaeology upgrade that I think you'll find more interesting....shhhh here's a sneak peak 👀
ruclips.net/video/Anq0aR4gYuI/видео.html
This is wonderful. I actually just made a pack, myself, revamping the crafting and mob drops to something a lot more fun (put the video up like an hour ago) and this popped up on my recommended. 100% gonna download it and try to find one now haha, A+ my man
I think it’s hilarious that Mojang revealed a structure a couple weeks back that’s pretty similar to this 😂
😄
Tip: you can make an outer layer that then generates interior rooms. Instead of making a middle room section that expands outwards to either side, you could create a large outer shell then generate segments within the shell.
This can also take other forms. For example, you could create a “backbone” segment that has a bunch of structure voids and structure generation blocks, allowing you to make very large and seemingly complex structures that don’t even need to be touching each other. For example, as a dnd player, I might make a backbone structure that is a whole dungeon story tall and includes a structure generator block to generate another backbone structure below, to create several dungeon levels down, and on each backbone structure, I have an irregular grid that looks almost like a puzzle of tetris pieces, and where each of those pieces are I have a structure generator block that generates a segment that fits into that tetris shape. This would give up to 6 levels of dungeon.
I knew Minecraft had a way of adding custom structures, but having not kept up to date with updates, I didn't realize just how much could be done entirely in-game. I thought that you'd still need an external editor and to manually edit the JSON files. Those new-ish structure blocks are actually really cool!
ayyy you predicted the trial chambers
as someone who plays exclusively peaceful, i like box dungeons for being a simple little bunkhouse in the caves. but this? this is a full mansion! excellent work my guy!
imagine it intersecting with a mineshaft... the one thing id personally change is maybe the stone bricks, since id automatically think "stronghold", but im not sure what other options you have. best i got is maybe the -ite stones for variety? but i know negative nothing about building, and the end result you have is beautiful. good job and congrats on the new subscriber!
Man, this has to be one of my favorite Minecraft tutorials ever, it's really well-explained and very easy to understand, so great job for this, man! I wish more people would see this, because not only that it's informative, it's interesting as well, so you can't get bored by watching it! You got my sub and I hope it helps you a bit (even tho not as much as you've helped me and many others)!
I definitely think you succeeded at keeping it feeling like the vanilla dungeon with a relatively simple block palette and clearly demonstrated with the gameplay segment that this would actually be fun to explore and poke around. I'd argue this structure is already better than the vanilla Strongholds gameplay wise, though it's always difficult to balance "more monster spawners = more challenge" with that then giving players the opportunity to exploit that for huge mob farms. These seem sparse _enough_ that if you did try to farm them you could probably get 2 spawners running at once, while also having enough and multiple floors to where monsters will be spawning while you're exploring an area you don't think is in range of one (one of the reasons mineshafts can be so dangerous, "hey, why do I hear so many spiders?")
Hey! You can’t enter a dungeon without killing Skeletron!
“Come back at night if you wish to enter!”
This is so cool, I’m gonna use this as inspiration and try and make something myself!!
2:50 I think shuffling the array of rooms will work.
With normal randomization your rooms will have a chance to repeat.
With shuffling randomization you will get all the rooms possible without repeating unless you run out. (Reshuffling after that)
I did something like this when I made a roguelike in unity, really cool stuff dude. Maybe mojang hires you to make new dungeon structures it would be really cool.
Also thanks a lot. This also helps me lol
I thread the operation and put a yield in each step so the system clock changes between each random in unity. Since java handles threading in a similar way to unityscript with coroutines it would probably work just the same.
1:30 vibing to the music while listening to the smart minecraft man
Pre much
This is EPIC. Dungeons have always been such a huge disappointment (for me personally, I mean) that I've ignored them since...well...forever. If Mojang included procedural dungeons like this in Vanilla...that would be so killer. Great idea, mate.
This is so awesome, I wanna make this myself soon. However I don't recommend having a creeper spawner inside your dungeon. The reason that creeper spawners were removed was because the creepers would destroy the dungeon they spawned in, and they will do the same to your newly designed dungeon if you leave them
this is really neat, although i didn't learn much because i knew most of the info here (i make worldgen datapacks), learning more about jigsaws and how you presented it is really cool!
I did not need to watch this nor did I search it up but I still watched the whole thing from my recommend page, I even watched the tutorial part even though I wasn't here for that. It was a great video and gave me a reason to sub
the way i just wanna take a bunch of your data packs and mash them into a survival server.. theyre SO well made!!!
Minecraft dungeons have been neglected for too long. I enjoy clearing strongholds, mineshafts aren't bad. But the lone single room and spawner Minecraft refers to as a "dungeon" is insulting at this point.
I'd like to see exactly what you set up, with random bosses that drop randomly enchanted loot. It would be great if a few new boss type creatures were added that had more hp and dmg than regular. I am not asking for Warden level bosses, where the only way to kill them is to cheese them from range.
It would also be cool if villagers near a dungeon could have quests that involve that dungeon and result in emeralds or other rewards for completion. Give me more reasons to explore my world.
This would be cool as a separate structure, but I think it's important to have small structures with not much use, like dungeons, desert wells, ocean ruins and witch's huts.
This is a really good video, definitely saving it if I ever wanna do some programming for Minecraft mods or datapacks which I would like to do at some point in the future.
i will never use this as a tutorial because i don't have the brain cells to code stuff, but i like your funny words, magic man!
The best tutorial i found in making datapacks!
These are one of the things that would actually get me to play the game again
this is really cool. This dungeon still feels very vanilla. unlike a lot of other dungeon upgrades i've seen.
I love that this is both a tutorial and a fun video at the same time :D
6:31 What version? Neither the wiki or the discontinued wiki say anything about creeper spawners.
he just manually right-clicked a creeper spawn egg into the spawner and saved it as a structure file
creeper spawner doesn't exist in vanilla Minecraft
Was a LONG time ago. Like alpha or beta.
You deserve a lot more than you get bro! 💚💛🖤
One thing u could have done for the origin structure was make it 3 tall room or even 4 cuz the structure saver can save a pretty big structure and that would allow 16 different pathways at the start and have it have parts on certain levels spawn stairs behind a hallway that can theoretically connect to a structure above if it doesn't it can connect to a floor to fill the spot that would have been stairs lol
Hey, thanks Pro! I'm making my own structures now, So thank you for explaining all this!
It is a little hard to understand, though-
Now I'd like to see a little more variation in size I guess we could have levels 0 to 3.
Level 0 is the dungeons we have in the base game
Level 1 would be about 2 to 5 small rooms. The cannot be found one the surface and would exist below Y-20
Level 2 rooms would be 5 to 10 rooms and exist below Y-40
Level 3 rooms would basically be what was show in the video.
will come back to learn, i didnt expect a tutorial. Good man.
this feels so good and yet so vanilla at the same time
Omg I'd love to see you make random villages like this
I'm sure that many of us would *_LOVE_* for you to recreate this system as a mod for Minetest.
random rooms that you explore and explore are so cool!
Really good explanation of how this all fits together, Nice one - thankyou!
This is great, this feels real like something Minecraft really did, u will grow up as a channel a lot, trust
Welp we got trial chambers now
0:26 actually piramids in minecraft indev
This man gave us a tutorial and told us where to skip to for the final result: what a GOAT
It would take more file saves but you could track the level the jigsaws go to with the target fields so you can have certain pieces stop generating at certain levels to not have ungenerated portions. So the last segment only makes dead ends. Or don't allow stairs in the last few so your new floor isn't just a dead end.
This is so cool! Absolutely love this and you can see how this idea is so expandable/versatile. Very inspiring 🙏
2 years later
He predicted the fukin trial chambers
I'm publishing a remake of this video with the trial chambers this week 😂
Dude, *so* amazing!!!
You really gave me great ideas for own structures! And all was so easy to understand in such a short amount of time!!
Imagine if he knew about 1.21 dungeons
Wait what-
These structures needs light. :)
Good job.
Now I'm gonna make a data pack because it does not seem impossible with your tutoriel, I thought you needed to Know JavaScript and all this kin of stuff but non actualy, thanks a lot, you just a earned a New subscriber😄👋
This should totally be added to vanilla minecraft!!! THIS IS AMAZING!!!
Amazing video! love all the animations, makes it super easy to follow along. I will definetively be trying this. :)
This is amazing. Wish it was an actually feature for the game. Dungeons could sure use the update
minecraft basically added this as trial chambers which is wild
Whoa I like know stuff now this was mega help full! I wasn't even thinking of doing anything like this but I had wanted to learn more And this hyped me up and helped me!
Seems cool, it fits in with vanilla well, and great use of the structure generating mechanics, one-upping vanilla in a way that still blends in. Theres always the risk of being overpowered, allowing the player access to multiple close by spawners. But at this point even 3 spawners of basic mobs nearby each other is probably still worse than a simple darkroom mob farm in the sky, so I think it's a fine power level increase for dungeons. It's not uncommon for servers to add mods that allow players to amass many more spawners than that
This could create situations where it might be possible for 2 of these dungeons to generate nearby and large enough to collide. Perhaps its possible to get 6 or 7 spawners in close enough range to all be active at once at a reasonably possible frequency. And if a mineshaft runs through you might get 2 more spawners. It would likely be quite rare so I dont think it's problematic, but the power level of spawner intersections through structure collisions is something to be considered
this is so inspiring! thanks so much for making this
so, what you're saying is that we can make endgame loot areas like full enchanted netherite in a village chest? Or in this case we can make giga dungeons like dungeons from RL craft
even though is video is years old, those dungeons still - sadly - do not exist in vanilla minecraft to my knowledge.
One thing i would love to see is a end-segement that generates ore.
Because, to be honest, a player would stumble over these in search of Dia's, Gold, Iron and so on.
The pile of loot is a great idea to give you something, but this seems artifical due to the limitations of creating i guess.
To have these "empty" segments ending in an increased chance of ore, would be very rewarding to a player.
In many of the Spider/mining shafts dungeons, we have segments of "normal" cave with chance of ore, wich in my humble opinion is a great feature
Screw video game design courses and coding class, I'mma watch youtube from now on xD
And now we have trial chambers!
It was truly helpful, I will watch it agai to write notes for my future datapacks :)
I remembered that I was trying to do a revamped Nether Fortress but couldn't get to figure out how to make these Jigsaw Blocks to work. This will help me hopefully if I could understand it.
Quick question, structure files can contain structure blocks and redstone componets as well. Structure blocks are not jigsaws, and thus might not follow the same restrictions as jigsaws. They can also be activated by redstone.
So could you save a structure file that will automatically create, with a structure block triggered by some redstone rather than a jigsaw, a connector room that starts a whole new chain of jigsaws to reset the 7 step limit, by having it generate something that will automatically activate (by redstone) the structure block to do so, as well as another structure block to delete the redstone bit and structure blocks generated?
Example: A room generates from a jigsaw which contains a structure block to continue the chain instead of a jigsaw. This structure block has a pressure plate on top, and a zombie or something spawns on top of that. The mob spawns, falls onto the pressure plate and triggers the structure block, which generates a new room with a new jigsaw; one generated fresh without the 7 step limit reset. This also activates another structure block, with a tick of delay, which deletes the redstone and structure blocks that triggered all this, including itself. The structure block might also bypass the fact that jigsaws will not generate if the generated bit intersects with an existing one, which could be useful.
This ultimately depends on if the 7 step limit & intersection detection is specifically for jigsaws, or is also counted when using regular structure blocks in structure generation. If this does work, it'd also have to be used very carefully to avoid infinite chains and parts of the structure overwriting existing parts. While infinite chains would probably crash the game, the overwriting function might be something you want in some cases, and being able to extend chains could also be very useful, as long as probability ensures it won't be infinite.
Also, is there a way to make it so that the structure block knows what 'step' its on? Could be useful if you could make a structure block detect that it is on step 7 and thus generates a dead end room or something of the sort.
Yes, you can do this! It does have some drawbacks, but it is the simplest way to exceed the 7 step limit.
The drawbacks-
1.it can be quite laggy to do this. Minecraft doesn't like changing lots of blocks outside of worldgen.
2. You have to take extra care to make sure it doesn't overwrite other parts of the structure. If it tries to generate into am existing part of the structure, it will overwrite it.
Also, there are a few ways to make the process more optimal. More than likely you would want to trigger and remove the structure blocks with commands relative to marker entities, verses Redstone built into the structure.
Hey quick question; we don’t have to do a data pack if we only want it to generate at one specific place right?
You still do for the structure blocks, but its a lot simpler. You just need to put the structure files in and make the template pool.
@@CodeNeonMC alright, thanks a lot
I REALLY hope I can learn to do this with villages when I lost my viking village forever ago after spending months on it I was devestated so if I could make X amount of buildings and slowly replace each village with my own structures that would be amazing! especially if i could add a halloween village to the dark oak biome
Nice vid, nice dungeon! I will ask, does it initially spawn like normal dungeons (has to be attached to a cavity like cave, mine, etc), with the game giving it 7 tries to spawn), and then branch out from there?
Having certain structures or segments spawning only at 7 would be a great way to end segments with special rooms designed to finish it off.
Redstone rooms maybe? The occasion trap.
Doesn't work that way. I mean, you *can* do that with an unbelievable about of excess work, but yea there's no way to determine a new set of generation options based on what level it's at unless you do an insane amount of work.
You should revamp the witch hut, desert temple, jungle Temple, and the shipwreck. Edit: you should also do the igloo
Seeing you destroy the spawners breaks my soul, as those could be turned into farms later. But I know that this video isn't about playing Minecraft, it's about showing off your datapack.
this vanilla dungeon was op for xp farming for the early game and now you made it even more op. Not saying it's bad or anything
I've been using the Dungeon Master's Guide of Dungeons and Dragons to generate some dungeons because the randomness and modularity to me creates a problem to creatively solve, resulting in very interesting dungeons.
I have a mind to see if I could make that in minecraft. Not perfectly of course but to some extent. It would be a massive project since I believe it's multiple 20 - 100 part lists of options. But it should be a fun project.
This looks really cool. It gives me roguelike Dungeon mod feelings and that's definitely a good fhing
Now watch the pseudo-horror-sci-fi movie "Cube." Take your concept in this data pack and put that spin on it... in 1.20 I'm pretty sure there are different traps and things you can put in the dungeons to make players SQUIRM... but make the stress worth it with a revamped loot pool.
I was thinking the same thing. The origin point being six sided
Mojang seriously needs to add this to minecraft. The "dungeon" has to catch up to all the other cool structures.
Glad I stumbled into this video to remember my jigsaw structure development days. I do have a question though.
Would a Jigsaw System work in a dimension where it makes a chunk-aligned structures indefinitely? My guess is probably not because of levels and steps but I'd like somebody to tell me that I'm wrong.
If I was to make one, I would have the origin point be six-sided so there can be a generation above and below as well. And I would put some damn good loot in the origin spot as a reward for "clearing the dungeon".
played it, and i actually liked it! the dungeon's feel pretty hard to traverse. though the only nitpicks i have is that there are, 1. to many spawner's (so that basically means the player has like 2 - 5 spawner farms wich is way to overpowered). and 2. there are a bit to many block patches with to much coal and copper blocks in them. making them pretty usless sometimes unless you need them.
I just going to ask if you wear part of the creation of the new Dungeons that are going to generate in the new update of Minecraft 1.21.
Because you did a great job here.
This was sooo helpful and entertaining ar the same time 😊 u got a sub!
I love the “why are there silverfish?” “Oh right, me”
I just realized you could have used a jigsaw block in-game to make a village to easily explain how it works.
very good! but this can be very strong for survival (also hard to conquer).
Having skeleton spawners that close can be really good for mob farms, like 3 skeleton spawners
Looks great!!! What are you gonna mqke next
I think the box dungeon has a special dilemma that not many other structures have. The dungeon is the FIRST structure. Maybe the reason it hasn't been changed is because most people are too attached to it. It is the first structure after all. Or it's just kinda been forgotten.
So basically you made the XP farming perfect dungeons into the stronghold just random and without an actual reason to go there like the end portal like a combination of a cave and the stronghold, they probably didn't make the dungeons like that because that'd be too many similar structures it would be like making the jungle temple like the dessert temple just out of stone,slightly bigger,and with more traps. Would be wacky if you had to go through that dungeon to get to the stronghold to get to the portal though ,it would be irritating to some but fun for others.
Honestly, out of all the classic structures, I personally hate the ocean monument the most, mostly because it feels empty except for the elder guardians, which are complete pushovers, so I'd love if you redesigned them as well.
You have great timing...
Everytime I see a video about fixing dungeons I want a dungeon update more and more
Well your in luck
bro predicted the 1.21 update
Hey, ProGameBot(I don't know what to call you)! I literally just found you today, But I already love your content! I hope to see more stuff like this in the future.