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25 docs tagged with "procedural"

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Dlcrooms

Registers forest biome-specific room templates with unique entity distribution and static layouts for procedural world generation.

Forest Map

Handles procedural generation of the Forest biome's terrain, topology, entities, roads, and seasonal/weather configuration for Don't Starve Together world generation.

Four

Defines the tile layout and object placement for the 'hallway_armoury' room variant 'four' in DST map generation.

Generic

Defines static cave room templates including impassable pit rooms and cave exit rooms with distributed flora and light assets.

Giants

Registers the MooseGooseBreedingGrounds room configuration for forest world generation, defining its visual style, tags, and biome content rules.

Island Hopping

Registers a series of linked task nodes for the "Island Hopping" world generation sequence, defining how islands are procedurally connected and what rooms they contain.

Maze Layouts

Generates and caches static maze layouts for dungeon and archive environments by leveraging StaticLayout definitions.

Monkeyisland Worldgen

Generates dock systems and associated assets for monkey islands during world generation.

Network

Manages world map graph structure including nodes, edges, and child subgraphs for procedural level generation and rendering in Don't Starve Together.

Object Layout

Provides layout definition, conversion, and placement utilities for world generation, supporting static and procedural positioning of prefabs in maps.

Pigs

Defines forest biome room templates for pig settlements, including pig houses, shrines, and villages, with randomized contents and conditional decor based on special events.

Placement

Provides procedural positioning utilities for map nodes using various spatial distribution algorithms (random line, circular offset, circular edge) and two placement strategies (mode0, random).

Ruins

Defines procedural cave room templates for the Ruins biome, including layouts and distribution rules for flora, structures, and spawners.

Spider

Defines three procedural room templates (SpiderCity, SpiderVillage, SpiderVillageSwamp) for generating spider-infested areas in the Forest, Rocky, and Marsh biomes.

Swamp

Defines cave swamp map room templates with varying layouts, densities, and prefab distributions for procedural world generation.

Tallbird

Defines a room template named TallbirdNests used in the forest level to procedurally generate nest clusters containing tallbird nests, rocks, and other sparse environmental objects.

Task

Represents a procedural map generation task with room placement rules, locking/Key requirements, and special room configurations.

Terrain Forest

Registers multiple forest-themed world room templates with specific tile values, spawn weights, and static layout counts for procedural map generation.

Terrain Grass

Defines forest floor terrain room templates for procedural world generation, including grassland variants with randomized vegetation and structures.

Terrain Marsh

Registers marsh-themed room templates for procedural map generation with specific prefabs, distribution rules, and visual properties.

Terrain Noise

Adds a room template for procedural ground noise assets in forest and cave biomes, including flora, rocks, and spawn markers with weighted distribution rules.

Three

Defines the layout and static geometry for the "three" hallway room used in world generation.

Three

Represents a static room layout (pit_room_armoury_two) for world generation, defining tilemap data and spawn points for dungeon objects.

Vaultroom Defs

Defines room generation logic for vault areas, including terrain terraforming and layout spawning.

Vine Bridge

Renders a procedurally generated decorative FX bridge composed of multiple animated sub-entities with randomized behavior and sound.