![]() |
VOOZH | about |
I was just wondering where you guys got all the statistics and percentages, did you calculate them or something? TheFoxGirl (talk) 13:30, 15 May 2015 (UTC)
While I was playing in a test world in version 15w51b, I found a dungeon that generated over a ravine and had part of the floor missing. I reported it as a bug on the bug tracker. It is a bug because the floor of the dungeon was not entirely solid, yet the dungeon was still generated. It turns out, my bug, MC-94804 was a duplicate of MC-48442. One of the moderators' comments on my issue said: "The order how caves and dungeons are created is most probably wrong on the wiki." This is making me doubt that the conditions for dungeons to generate are outdated for the 1.9 snapshots, however they could be outdated for the current version which is 1.8.9, thus making it incorrect, but I have not tested it as of yet. BrenBanStudios (talk) 23:05, 25 December 2015 (UTC)
The algorithm on this page defines openings as "2-high air spaces". Do they need to be exactly 2 blocks high, or do they just need to be at least 2 blocks high? The Blobs👁 Image
04:43, 22 November 2016 (UTC)
It can be over 2 blocks high, it just has to be AT LEAST 2 blocks. But it cannot be over 7 blocks, because then it would go over the roof or under the floor. --BigBadE (talk) 01:48, 10 February 2020 (UTC)
The article states there are 8 attempts to generate a dungeon per chunk. But the default setting in the customized world type ist 7 and as far as I know these settings resemble the default world type. So is 8 really true? Fusseel (talk) 10:56, 4 July 2017 (UTC)
Does this structure make any use of the cave_air block when searching for a place to generate? -PancakeIdentity (talk) 20:47, 24 July 2019 (UTC)
It sets blocks to CAVE_AIR, but doesn't check cave air, it only checks for gaps in general. --BigBadE (talk) 01:49, 10 February 2020 (UTC)
{{Anker|chests_simple_dungeon}} {| class="wikitable collapsible collapsed" style="text-align:center" ! colspan="7" | chests/simple_dungeon |- ! pools ! rools ! entries ! functions ! colspan="2" | weight ! Wahrscheinlichkeit |- | rowspan="10" | 1 | rowspan="10" | min : 1.0<br>max : 3.0 | {{GL|Sattel}} | rowspan="9" | | rowspan="2" | 20 | rowspan="10" | 127<br>100% | rowspan="2" | 15,7% |- | {{GL|Namensschild}} |- | {{SpezialLink|Goldener Apfel|Verzauberter Goldener Apfel}} | 2 | 1,5% |- | {{GL|Goldener Apfel}} | rowspan="4" | 15 | rowspan="4" | 11,8% |- | {{GL|Schallplatte-13|Schallplatte|Schallplatte (13)}} |- | {{GL|Schallplatte-cat|Schallplatte|Schallplatte (Cat)}} |- | {{GL|Eiserner Rossharnisch}} |- | {{GL|Diamantener Rossharnisch}} | 5 | 3,9% |- | {{GL|Goldener Rossharnisch}} | rowspan="3" | 10 | rowspan="2" | 7,8% |- | {{GL|Verzaubertes Buch}} | enchant_randomly |- | rowspan="10" | 2 | rowspan="10" | min : 1.0<br>max : 4.0 | {{GL|Eisenbarren}} | rowspan="3" | set_count<br>min : 1.0 , max : 4.0 | rowspan="10" | 125<br>100% | 8% |- | {{GL|Goldbarren}} | 5 | 4% |- | {{GL|Weizen}} | rowspan="2" | 20 | rowspan="2" | 16% |- | {{GL|Brot}} | rowspan="2" | |- | {{GL|Eimer}} | 10 | 8% |- | {{GL|Redstone}} | rowspan="2" | set_count<br>min : 1.0 , max : 4.0 | rowspan="2" | 15 | rowspan="2" | 12% |- | {{GL|Kohle}} |- | {{GL|Melonenkerne}} | rowspan="3" | set_count<br>min : 2.0 , max : 4.0 | rowspan="3" | 10 | rowspan="3" | 8% |- | {{GL|Kürbiskerne}} |- | {{GL|Rote-Bete-Samen}} |- | rowspan="4" | 3 | rowspan="4" | 3 | {{GL|Knochen}} | rowspan="4" | set_count<br>min : 1.0 , max : 8.0 | rowspan="4" | 10 | rowspan="4" | 40<br>100% | rowspan="4" | 25% |- | {{GL|Schwarzpulver}} |- | {{GL|Verrottetes Fleisch}} |- | {{GL|Faden}} |}
https://minecraft.gamepedia.com/Dungeon#Loot
I dont understand why the verz. goldene Apfel have in englisch 3,1% but when i calculate its 1,5%
Back calculating of english list (% + % + % = 184,4%) Back calculating of german list (% + % + % = 99,6%)
Why this different ?
Teayo (talk) 21:26, 20 January 2020 (UTC)
I believe that the Golden Apple chance in English is the chance over every roll, while your calculation is just for one roll. --BigBadE (talk) 01:59, 10 February 2020 (UTC)
I don't know why, but I've been finding a lot of dungeons around or attached to mineshafts while flying around in spectator in the latest version. Is it just me or is this anything?--Starfire2020 (talk) 23:01, 30 May 2021 (UTC)Starfire
Browsing seed -513070979 on Chunkbase shows 2 dungeons near the spawn point in Bedrock 1.16 but none in Bedrock 1.17.
The locations of other structures (monuments, buried treasure, shipwrecks, etc.) seems unchanged. Did something happen to the algorithm that generates dungeons? I don't see that mentioned in the change log. Amatulic (talk) 17:01, 20 June 2021 (UTC)
The article previously stated dungeons generate above Y level 6, which is not accurate as I have seen many dungeons deeper down than this. I checked the decompiled code for 1.19.2 (minecraft/data/worldgen/placement/CavePlacements.java) and saw these values:
MONSTER_ROOM = PlacementUtils.register("monster_room", CaveFeatures.MONSTER_ROOM, CountPlacement.of(10), InSquarePlacement.spread(), HeightRangePlacement.uniform(VerticalAnchor.absolute(0), VerticalAnchor.top()), BiomeFilter.biome()); MONSTER_ROOM_DEEP = PlacementUtils.register("monster_room_deep", CaveFeatures.MONSTER_ROOM, CountPlacement.of(4), InSquarePlacement.spread(), HeightRangePlacement.uniform(VerticalAnchor.aboveBottom(6), VerticalAnchor.absolute(-1)), BiomeFilter.biome());
Two different ranges for generation (ten in 0 to top[320], four in -58(bottom+6) to -1), which I outlined in my edit. Hope this helps!
Why is the title monster rooms, but everyone calls them dungeons? Is this an update in 1.20 or what? --221.126.246.210 01:11, 29 November 2023 (UTC)
According to my researches, name "Monster Room" never appeared in java translation files. The name "Dungeon" with translation key "createWorld.customize.custom.useDungeons" existed until 1.21.3 and translation key "createWorld.customize.custom.useDungeons" still exists in BE. Sorry if I'm wrong but where did yall find the name "Monster Room"? — 👁 Image
👁 Image
MetroKopUA (talk) 04:36, 20 February 2025 (UTC)
/place feature minecraft:monster_room. Rampage455 (talk) 05:09, 20 February 2025 (UTC)
createWorld.customize.custom.useDungeons=Dungeons SymORmaK (talk) 06:33, 21 February 2025 (UTC)
/place command exists in-game, so monster room is visible to players. --MinecraftExp123(talk|contribs) 06:37, 21 February 2025 (UTC)montser_room is used in-game, with commands. --MinecraftExp123(talk|contribs) 12:21, 21 February 2025 (UTC)
When did dungeon change to monster room, or was it never dungeon? The history section says it was monster room on addition, but the lead says it changed in 1.13. Which is correct? Nixinova T ⁄ C 22:11, 8 November 2025 (UTC)
MonsterRoomFeature), and it's safe to assume this is the same name Notch had used since Infdev 625 as none of the other class names were renamed to match updated names (e.g. ClothTile, HellSandTile etc). There is a class named DungeonFeature, but it seems it's a copy of LargeCaveFeature and it's unused.dungeon in the preset code syntax.simple_dungeon.MonsterRoomFeature).Gallery is a bloated mix of old and new, someone outta split it