From 05a8d6b058e942ec8536418d4bc8a8c20b8eb7f6 Mon Sep 17 00:00:00 2001 From: Raphtalia Date: Fri, 26 Jul 2024 06:44:42 +0000 Subject: [PATCH] Update Quick Setup --- Quick-Setup.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Quick-Setup.md b/Quick-Setup.md index f35d8a2..ec9304e 100644 --- a/Quick-Setup.md +++ b/Quick-Setup.md @@ -1,7 +1,7 @@ This guide is to quickly setup multiple main paths for your interior. What these features do exactly is explained in these pages. ### Setting up DunGenExtender -In the `DunGenExtender` asset, set `MainPathCount` to some value above 1. Set the `MainRoomTilePrefab` to the tile that you want the alternate main paths to start from. +In the `DunGenExtender` asset, set `MainPathCount` to some value above 1. Set the `MainRoomTilePrefab` to the tile that you want the alternate main paths to start from. Be sure that that tile has multiple doorways. Activate the ArchetypesOnNormalNodes feature by toggling `AddArchetypesToNormalNodes`. Then add a single element to the list. That element will have an empty `Label` and the `Archetype` list will contain the archetype that you would normally use for the main room. @@ -12,6 +12,8 @@ The `MainRoomTilePrefab` must also exist in some tileset in the `DungeonFlow` no ![](https://i.imgur.com/W5hNhDG.png) +After all that, multiple main paths should spawn from the main room selected, with branching paths and all, including the main room itself. + ### Notes Usually tiles that spawn from Dungenflow's nodes cannot create branching paths. This is because those tiles cannot have archetypes, which describes how branching paths are created. However with the previously enabled ArchetypesOnNormalNodes feature, we can allow these nodes (for the time being only normal nodes) to finally branch out.