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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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...@@ -36,23 +36,24 @@ The surrounding block in the generator config is the block that will surround yo ...@@ -36,23 +36,24 @@ The surrounding block in the generator config is the block that will surround yo
### Branching Layout ### 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. 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]_ In this example, the stonebrick rooms make up the trunk, and the deepslate brick rooms make up a branch.
![](https://i.imgur.com/2KjO3G0.png)
### 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 use. 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]_ ![](https://i.imgur.com/E4bOkhO.png)
**Straightness** **Straightness**
Straightness is a property of branches that lets you determine how likely the rooms will generate in a straight line. If this value is set to 1.0 (100%), it will try to always generate rooms in a straight line unless it encounters a room without any valid connectors for a straight path. Straightness is a property of branches that lets you determine how likely the rooms will generate in a straight line. If this value is set to 1.0 (100%), it will try to always generate rooms in a straight line unless it encounters a room without any valid connectors for a straight path.
In the below example, you can see that the dungeon generates in a perfectly straight line until it encounters the red bend room. In the below example, you can see that the dungeon generates in a perfectly straight line until it encounters the red bend room.
_[Image of a (mostly) straight dungeon here]_ ![](https://i.imgur.com/u6vNsLp.png)
### 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/v34Tvz2.png)
## Additional Notes ## Additional Notes
- Rooms can generate rotated. - Rooms can generate rotated.
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