Generator Tips
| DISCLAIMER |
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| The following features are only available in Mythic Dungeons 2.0 dev builds!! |
NOTE: These are tips and tricks, not rules!! This article consists of suggestions and ideas for how to create specific kinds of looks for your generated dungeons, as well as how to better design your connectors and rooms to create interesting and unique layouts.
Rules That Shape Your Layout
Two rules surprise most people the first time:
Rooms never repeat side by side
A room will not generate attached to another copy of itself. If you want long stretches of the same corridor piece, open that corridor's connectors and add the corridor to each connector's Allowed Rooms list. A whitelist on the room itself does not enable this.
Single-connector rooms are branch ends
In BRANCHING layouts, a room with only one connector can only be placed at the end of a branch, because the generator can't build through it. Dead-end treasure rooms and boss rooms want exactly one connector. Anything meant to sit in the middle of a path needs at least two.
Grid Systems
Mythic Dungeons doesn't follow a grid system by default; it will try to work with whatever rooms you give it for maximum flexibility in dungeon layout and design. However, this comes with a weakness... rooms are very unlikely to ever loop back to each other.
If you want rooms to connect back to each other, you can design your rooms in such a way that their dimensions are at a similar ratio and all have connectors in similar positions. For example, you could make all your rooms 5x5x5 (or a multiple of 5, such as 10x5x5, 10x15x5, etc.), and as long as the connectors are in a similar position, the generator has a chance to "accidentally" connect rooms to each other. Happy accidents like these allow for very complex and maze-like dungeons.
Top-down Perspective

Creating Floors
Mythic Dungeons allows for easily introducing verticality to your dungeon by creating connectors at different Y-levels. This can be accomplished in many ways, such as by creating a stair room/hallway, or just a very tall room with multiple connectors at different Y-levels.
Consistent Floor Heights
If you want to create a consistent floor height, make sure all your rooms with Y-level changes have the same amount of blocks between each floor. See the diagram below for more info.
Cross-section Perspective

Vertical Budget
A finished layout is shifted vertically as a whole so it lands inside the world's build height, but a layout whose total top-to-bottom span exceeds the world's build range is thrown away and retried. If your rooms are 20 blocks tall and every one changes floors, a 20-room trunk can easily overshoot. Keep vertical chaining in check, or make your level changes smaller.