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Procedural Dungeons · Changes

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Update Procedural Dungeons authored Aug 14, 2024 by MarcatoSound's avatar MarcatoSound
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Procedural-Dungeons.md
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......@@ -20,7 +20,7 @@ Rooms are configured with a set of connectors. These connectors are what the dun
Connectors have options for what other rooms are allowed to connect to them, which can ALSO be further customized with a "weight" value to raise and lower the likelihood of a room being chosen at this connector.
**Connector Doors**
**Connector Doors**
Connectors can further be customized with connector doors. These are groups of blocks that can be placed and removed by various dungeon functions and mechanics. This allows full control over progression through your dungeon's rooms. It also lets you create fancier-looking walls to block off connectors that don't have rooms on the other side of them!
NOTE: The "entrance" into a room will ALWAYS be left open. This is to create consistency with room doors. If you want to prevent players from advancing, you should close doors _other_ than the entrance. Here's a visual to explain it.
......@@ -30,7 +30,7 @@ NOTE: The "entrance" into a room will ALWAYS be left open. This is to create con
## Configuration
Generated dungeons come with a new [`generation.yml`](Generator-Config) file that contains various settings on how the dungeon will be generated. This includes layout modes, which are generation style presets (such as Minecrafty vs branching), as well as options for those layouts. This file is also where you configure the minimum and maximum number of rooms.
**Surrounding Block**
**Surrounding Block**
The surrounding block in the generator config is the block that will surround your rooms. This is handy for quickly closing off connectors you don't want open with a solid block, and basically surrounds each room with a "box" of the specified block.
### Branching Layout
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NOTE: Items marked with * are incomplete or unwritten.

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