Update Quick Main Paths Setup
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@ -16,14 +16,14 @@ The following is an example if the dungeon generation were to create two main pa
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- The second main path begins after the `MainRoomTilePrefab`
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- The `MainRoomTilePrefab` is **NOT** the start tile
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- The end tile node is duplicated for the second main path, but not the start tile
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- The main tile depth for the second main path does not refresh to 0. It follows after the `MainRoomTilePrefab`
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- The end tile node is duplicated for the second main path, but not the start tile node
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- The tile's main path depth for the second main path does not refresh to 0. It follows after the `MainRoomTilePrefab`
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| Static | Gif |
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> **NOTE:** Adding a main path will quickly increase the amount of tiles in your dungeon. Though the pictures above are only abstract, the tile count still increased from 27 to 42.
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> **NOTE** Adding a main path will quickly increase the amount of tiles in your dungeon. Though the pictures above are only abstract, the tile count still increased from 27 to 42.
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# Setting up DunGenExtender
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@ -35,15 +35,17 @@ Set the `MainRoomTilePrefab` to the tile that you want the alternate main paths
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The `DungenFlow's` node list is replicated onto the alternate main paths. The entire list is not replicated; it begins from a starting index based on the `MainPathCopyNodeBehaviour` selected. Any nodes before the starting index will be ignored and not be generated. I suggest you select `Copy From Main Path Position` first, and later decide if `Copy From Node List` is right for your dungeon.
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> **NOTE:** Due to how injection tile rules work, they cannot be duplicated to the alternate main paths. They still function properly for the first main path. If you want to force generation of certain tiles, you can achieve a similar effect with the Copy From Node List behaviour and the Archetypes On Normal Nodes feature below.
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> **NOTE** Due to how injection tile rules work, they cannot be duplicated to the alternate main paths. They still function properly for the first main path. If you want to force generation of certain tiles, you can achieve a similar effect with the Copy From Node List behaviour and the Archetypes On Normal Nodes feature below.
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### Copy From Main Path Position
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The starting index is the first node whose position is greater than the `MainRoomTilePrefab's` depth on the first main path. In other words, all nodes whose depth is higher than the `MainRoomTilePrefab's` depth will be replicated.
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> **NOTE:** The depth is some number between 0 and 1. As such, you can expect the start node to always be ignored and the end node to always be duplicated on the alternate main paths.
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> **NOTE** The depth is some number between 0 and 1. As such, you can expect the start node to always be ignored and the end node to always be duplicated on the alternate main paths.
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> **:warning: WARNING: :warning:** Depending on the moon's map multiplier and other factors beyond your control, you cannot predict the length of the main paths. As such, the `MainRoomTilePrefab's` depth is unpredictable. This can potentially lead to dungeon generation issues if not accounted for.
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> **:warning: WARNING :warning:**
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>
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> Depending on the moon's map multiplier and other factors beyond your control, you cannot predict the length of the main paths. As such, the `MainRoomTilePrefab's` depth is unpredictable. This can potentially lead to dungeon generation issues if not accounted for.
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>
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> This behaviour is perfectly safe to use **IF** you only use the start/end nodes and don't use any additional normal nodes, **AND IF** you use normal nodes then those node's positions are no where near the `MainRoomTilePrefab's` expected depth.
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@ -61,13 +63,15 @@ The starting index is the first node whose position is greater than the `MainRoo
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The starting index is the first node whose tilesets contain `MainRoomTilePrefab` plus 1. By using this behaviour, we are depending on the nodes section to spawn the `MainRoomTilePrefab` tile instead of the vanilla method with the unique door socket.
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> **:warning: WARNING: :warning:** The node section **MUST** contain some normal node whose tileset contains `MainRoomTilePrefab`.
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> **:warning: WARNING :warning:**
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>
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> The node section **MUST** contain some normal node whose tileset contains `MainRoomTilePrefab`.
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If you select this behaviour, you may want to enable the Archetypes On Normal Nodes feature below.
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> **NOTE:** This behaviour is the only way to guarantee that certain tiles generate in a certain order on the alternate main paths.
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> **NOTE** This behaviour is the only way to guarantee that certain tiles generate in a certain order on the alternate main paths.
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>
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> The following is an example to why you'd want to choose `Copy From Node List`. You can force the interior to generate a sequence of tiles at the start of the main path. You simply list out the sequence in the node list and set their position to all 0. This works perfectly fine for the first main path. However, the nodes after the main tile (which would generate the `MainRoomTilePrefab`) would not replicate onto the alternate main paths. This behaviour occurs with `Copy From Main Path Position`.
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>
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