From eca6fa27b37c7cc844c04427396d3bb8d4b0b138 Mon Sep 17 00:00:00 2001 From: Raphtalia Date: Fri, 26 Jul 2024 06:40:00 +0000 Subject: [PATCH] Add Quick Setup --- Quick-Setup.md | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) create mode 100644 Quick-Setup.md diff --git a/Quick-Setup.md b/Quick-Setup.md new file mode 100644 index 0000000..f35d8a2 --- /dev/null +++ b/Quick-Setup.md @@ -0,0 +1,18 @@ +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. + +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. + +![](https://i.imgur.com/nIIeUNE.png) + +### Setting up DungeonFlow +The `MainRoomTilePrefab` must also exist in some tileset in the `DungeonFlow` node section. That node must needs to also be a normal node. Perhaps a little known fact, nodes can have the same position. They go in order like how you expect, the element first in the list goes first. + +![](https://i.imgur.com/W5hNhDG.png) + +### 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. + +Keep in mind that the alternate main paths will copy all nodes after the node that contains the `MainRoomTilePrefab`. And that it will not copy the injection tiles. \ No newline at end of file