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Dungeon Generator

Unlisted
This contains the core generation logic for procedurally generating dungeons. Used by Duntale mod.
Captura de pantalla 2026-05-16 164110.png

Captura de pantalla 2026-05-16 164110.png

Captura de pantalla 2026-05-16 164027.png

Captura de pantalla 2026-05-16 164027.png

Description

Procedural dungeon generation mod with themed floor layouts, spawn definitions, and a lot of customization options. This mod was originaly develop to support Duntale but now can be used as standalone dungeon-building mod.

Quick /dungen Guide

Use /dungen in-game to open the dungeon generator. The preview updates as you change settings. Press Generate Dungeon to clear the selected volume in your current world and build the dungeon there.

General

  • Seed: Same seed + same settings = same dungeon. Use Roll for a random seed.
  • Center X/Y/Z: Center point of the area that will be cleared and filled.
  • Floor Lv: Affects enemy spawn pool selection and elite enemy scaling. (Might be ignored unless you will implement this in your own mod).

Size

  • Width / Depth / Height: Controls the build volume and maximum dungeon footprint.

Rooms

  • Max Rooms: Upper target for room count.
  • Density: Reduces or increases how many rooms are actually attempted.
  • Complexity: Broadly increases room count, branches, loops, traps, secrets, and enemy density.
  • Min Size / Max Size: Random room size range.
  • Shape: Room template: rectangular, circular, L-shaped, cross, or irregular.
  • Irregularity: Adds rougher room edges and more uneven room shapes.

Corridors

  • Width: Corridor thickness.
  • Branch %: Chance to add side paths.
  • Loop %: Chance to add extra connections between rooms.
  • Winding Corridors / Factor: Makes corridors less straight.

Features

  • Water / Lava: Chance for themed fluid pools in rooms.
  • Traps: Chance to place trap blocks.
  • Floor Traps: Allows breakable floor traps when traps are generated.
  • Merchant %: Chance to define a merchant near fluid rooms. Standalone /dungen generation currently places the dungeon blocks but does not spawn merchant NPCs.
  • Pillars: Placeholder for future tuning. Pillars may still appear through current theme/global rules.
  • Secrets: Placeholder for future secret wall generation.

Navigation

  • Entrance: Chooses entrance placement style: edge, corner, center, or random.
  • Exit Dist: Placeholder for future exit-distance tuning. The current exit is chosen as the farthest room from the entrance.

Enemies

  • Boss Room: Enables a dedicated boss room when possible.
  • Density / Max per Room / Ambush %: Placeholders for future enemy tuning. Current spawner definitions are mainly based on room size, floor level, and theme spawn pools.
  • Standalone /dungen currently creates spawner definitions for integrations, but does not spawn live enemy entities by itself.

Architecture

  • Remove Ceiling: Opens the top layer for easier viewing or arena-style builds.
  • Solid Fill: Keeps exterior/unseen space filled solid. Disable for a lighter shell-style build.
  • Erosion / Flat Floor: Placeholders for future architecture tuning.

Theme

  • Palette: Changes blocks, fluids, props, lights, traps, and spawn pools. Available themes: Crypt, Hive, Mine, Arcane, Temple Dark, Volcanic, Mushroom.
  • Decay: Adds worn/cracked/rubble details.
  • Overgrowth: Adds vines, moss, roots, or theme-specific growth.
  • Flooding: Adds low-area fluid flooding.

Pacing

  • Breathe Rooms / Diff Ramp: Placeholders for future pacing controls. Current difficulty is mainly driven by floor level and theme spawn pools.

The Dungeon Generator Team

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