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Statistics[]

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)

Pretty much; analyzing decompiled source code. -- Orthotopetalk 15:26, 15 May 2015 (UTC)

Is the conditions for generating a dungeon wrong?[]

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 This is making me doubt that the conditions for dungeons to generate are outdated for the 1.9 snapshots, however they could be outdated for the current version which is 1.8.9, thus making it incorrect, but I have not tested it as of yet.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)

According to the tracker, MC-48442 was fixed in 14w20a, so definitely outdated. Fixed. -BDJP (t|c) 00:16, 26 December 2015 (UTC)
What's most likely happening here is that the dungeon in chunk 29,71 (that overlaps into 29,72) generates first, then the ravine from another adjacent chunk happens to cut through the floor. Anomie x (talk) 15:04, 26 December 2015 (UTC)

Generation[]

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 BlobsPaper 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)

Generation #2[]

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)

Alright, I found it myself, but it's still pretty weird. 8 is the default value in the code, so it's true. Surprisingly enough 8 is also the default value for customized although it shows 7 in the world options. Only manually adjusting the slider and switching it back to 7 actually changes the value. I hope that makes sense. Fusseel (talk) 11:08, 4 July 2017 (UTC)

cave_air?[]

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)

Chest Item Chances[]

Verlies[]

{{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)

fYI I've put a nowiki around this as it was causing several entries in the WantedTemplates report. Feel free to correct to use English templates. - User-12316399 (talk) 13:20, 5 March 2020 (UTC)

Mineshafts and Dungeons[]

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

Bedrock 1.17 generation change?[]

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)

Square root of two thanks for updating the history to answer my question. Amatulic (talk) 23:32, 21 June 2021 (UTC)

I added more precise generation Y levels[]

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!

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