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  • Procedural Dungeons

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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With Mythic Dungeons 2.0.0+, it is now possible to create procedurally generated dungeons. This article will explain how they work.
To even make a procedural dungeon, you must first create a blank dungeon with `/md create`. Then, go into your dungeon's config and set the following under "General":
```yaml
General:
DungeonType: procedural
```
After that, just run `/md reload all` and your dungeon will be ready for configuring. A generator.yml file should have appeared in your dungeon's map folder.
To make a procedural dungeon, create a new dungeon with the following command. `/md create <your dungeon name> procedural`
## Rooms
Generated dungeons are created from a collection of *admin-defined rooms.* These rooms are like puzzle pieces, and are configured with connectors that link them up to other rooms. They must be built and configured in the dungeon editor.
Rooms have their own unique settings, such as a weight value to raise or lower the likelihood of the room being used, and the minimum and maximum number of times the room will generate in the dungeon. Rooms are saved in a `rooms` folder inside your dungeon, and consist of a YAML file and a schematic file.
Rooms have their own unique settings, such as a weight value to raise or lower the likelihood of the room being used, a minimum and maximum number of times the room will generate in the dungeon, and how deep into the dungeon it will generate. [Learn more about rooms here!](Dungeon-Rooms)
Rooms are saved in a `rooms` folder inside your dungeon, and consist of a YAML file and a schematic file.
![](https://i.imgur.com/dbt69wV.png)
......@@ -24,20 +20,30 @@ 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**
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.
![](https://i.imgur.com/wujtGr3.png)
## Configuration
Generated dungeons come with a new [`generator.yml`](Generator-Config) file that contains various settings on how the dungeon will be generated. This includes layout modes, which are generation style presets (Minecrafty vs branching), as well as options for those layouts. This file is also where you configure the minimum and maximum number of rooms.
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.
### Minecrafty Layout
Minecrafty layouts generate dungeons in a similar way to Minecraft's Strongholds. This generation tends to be much more chaotic and is easy to get lost in. For every connector in a room, the generator will try to generate a room connected to it. When using this layout mode, connectors have a "chance" option that decides how likely they will generate a new room. (Default is 50%.)
**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
A branch is a series of rooms generated linearly together, each only using two connectors max, creating a linear path. This layout generates a primary branch (lets call it the "trunk"), and then attempts to generate additional branches on unused connectors of the trunk. You can further customize branching behavior by tweaking how many branches can generate, how many rooms each branch can have, and what rooms a branch is allowed to use.
_[Image of a Minecrafty layout dungeon here]_
### Branching Layout
A branch is a series of rooms generated linearly together, each only using two connectors max, creating a linear path. This layout generates a primary branch (lets call it the "trunk"), and then attempts to generate additional branches on unused connectors of the trunk. You can further customize branching behavior by tweaking how many branches can generate, and how many rooms each branch can have.
### Minecrafty Layout
Minecrafty layouts generate dungeons in a similar way to Minecraft's Strongholds. This generation tends to be much more chaotic and is easy to get lost in. For every connector in a room, the generator will try to generate a room connected to it. When using this layout mode, connectors have a "chance" option that decides how likely they will generate a new room. (Default is 50%.)
![](https://i.imgur.com/uvxcn9e.png)
In the below example, you can see a dungeon with no branches. Note that there are no rooms with more than two connectors.
In the below example, you can see a dungeon with no branches. Note that there are no rooms with more than two connectors in use.
_[Image of branchless dungeon here]_
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NOTE: Items marked with * are incomplete or unwritten.

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