Update DunGenExtender
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@ -8,11 +8,19 @@ If the generation fails to fully create any of the main paths for any reason, it
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`MainRoomTilePrefab` cannot be null. If set to null, the dungeon generation failsafes to the default vanilla generation behaviour. `MainRoomTilePrefab` can be located practically anywhere on the main path, but it must spawn at least once. It is highly advised that `MainRoomTilePrefab` has multiple doorways at different directions/elevations/distances etc.
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`MainRoomTilePrefab` cannot be null. If set to null, the dungeon generation failsafes to the default vanilla generation behaviour. `MainRoomTilePrefab` can be located practically anywhere on the main path, but it must spawn at least once. It is highly advised that `MainRoomTilePrefab` has multiple doorways at different directions/elevations/distances etc.
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`MainRoomTilePrefab` must be present in at least one tileset in `DungeonFlow's` node list as a normal node. All nodes after the first normal node with `MainRoomTilePrefab` will be duplicated for the main paths generation. Injection tiles will not duplicated.
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`MainRoomTilePrefab` can be used in conjunction with the `MainRoomDoorwayGroups` component for more control in which doorways that the alternate main paths choose. See [here](https://git.touhou.dev/Raphtalia/DungeonGenerationPlus_LethalCompany_Mod/wiki/Components#user-content-main-room-doorway-groups) for details.
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`MainRoomTilePrefab` can be used in conjunction with the `MainRoomDoorwayGroups` component for more control in which doorways that the alternate main paths choose. See [here](https://git.touhou.dev/Raphtalia/DungeonGenerationPlus_LethalCompany_Mod/wiki/Components#user-content-main-room-doorway-groups) for details.
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> **NOTE:** Adding an additional main path is effectively adding an entire side dungeon to your interior. This is due to the fact that it not only adds a set amount of main tiles, but also branching paths with their tiles. It is highly recommended to decrease the length of the dungeon as you increase `MainPathCount`.
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> **NOTE:** Adding an additional main path is effectively adding an entirely separate dungeon to your interior. This is due to the fact that it not only adds a set amount of main tiles, but also branching paths with their tiles. It is highly recommended to decrease the length of the dungeon as you increase `MainPathCount`.
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The `DungeonFlow's` node list is replicated onto the alternate main paths. The starting index is based on the `MainPathCopyNodeBehaviour` selected. Any nodes before the starting index will be ignored and not be generated. Injection tiles will not duplicated.
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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` generated position on the main path.
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### Copy From Node List
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The starting index is the first node whose tilesets contain `MainRoomTilePrefab` plus 1. Due to this, the node section MUST contain some node whose tileset contains `MainRoomTilePrefab`.
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## Dungeon Bounds
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## Dungeon Bounds
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Enable this feature by toggling `UseDungeonBounds`. This adds a bounds to your interior where the dungeon generation cannot place tiles outside of. This can help preventing the dungeon from creating paths all the way to Narnia.
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Enable this feature by toggling `UseDungeonBounds`. This adds a bounds to your interior where the dungeon generation cannot place tiles outside of. This can help preventing the dungeon from creating paths all the way to Narnia.
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