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	<title>User:Imbion/Sandbox/Dungeon Ref - Revision history</title>
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	<updated>2026-07-31T12:14:44Z</updated>
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		<title>Imbion: Created page with &quot;General notes about dungeon generation stuff, for my own reference (and maybe others).  == Make PerlinWater Look Good ==  Set &#039;&#039;&#039;PerlinWaterStep&#039;&#039;&#039; (3). Use additional steps &#039;&#039;&#039;DropDiagonalBlockStep&#039;&#039;&#039; (3.1) and &#039;&#039;&#039;EraseIsolatedStep&#039;&#039;&#039; (3.2) with water set as their tiles to clean up perlin water generation.  == Passive Dungeon NPCS ==  In the segments, create &#039;&#039;&#039;SpreadStepZoneStep&#039;&#039;&#039;. Set spawn types to &#039;&#039;Ran Bag &lt;&gt;&#039;&#039;.  For each passive NPC, create one &#039;&#039;&#039;Place Random Mo...&quot;</title>
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		<updated>2025-06-17T23:55:36Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;General notes about dungeon generation stuff, for my own reference (and maybe others).  == Make PerlinWater Look Good ==  Set &amp;#039;&amp;#039;&amp;#039;PerlinWaterStep&amp;#039;&amp;#039;&amp;#039; (3). Use additional steps &amp;#039;&amp;#039;&amp;#039;DropDiagonalBlockStep&amp;#039;&amp;#039;&amp;#039; (3.1) and &amp;#039;&amp;#039;&amp;#039;EraseIsolatedStep&amp;#039;&amp;#039;&amp;#039; (3.2) with water set as their tiles to clean up perlin water generation.  == Passive Dungeon NPCS ==  In the segments, create &amp;#039;&amp;#039;&amp;#039;SpreadStepZoneStep&amp;#039;&amp;#039;&amp;#039;. Set spawn types to &amp;#039;&amp;#039;Ran Bag &amp;lt;&amp;gt;&amp;#039;&amp;#039;.  For each passive NPC, create one &amp;#039;&amp;#039;&amp;#039;Place Random Mo...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;General notes about dungeon generation stuff, for my own reference (and maybe others).&lt;br /&gt;
&lt;br /&gt;
== Make PerlinWater Look Good ==&lt;br /&gt;
&lt;br /&gt;
Set &amp;#039;&amp;#039;&amp;#039;PerlinWaterStep&amp;#039;&amp;#039;&amp;#039; (3). Use additional steps &amp;#039;&amp;#039;&amp;#039;DropDiagonalBlockStep&amp;#039;&amp;#039;&amp;#039; (3.1) and &amp;#039;&amp;#039;&amp;#039;EraseIsolatedStep&amp;#039;&amp;#039;&amp;#039; (3.2) with water set as their tiles to clean up perlin water generation.&lt;br /&gt;
&lt;br /&gt;
== Passive Dungeon NPCS ==&lt;br /&gt;
&lt;br /&gt;
In the segments, create &amp;#039;&amp;#039;&amp;#039;SpreadStepZoneStep&amp;#039;&amp;#039;&amp;#039;. Set spawn types to &amp;#039;&amp;#039;Ran Bag &amp;lt;&amp;gt;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
For each passive NPC, create one &amp;#039;&amp;#039;&amp;#039;Place Random Mobs Step &amp;lt;&amp;gt;&amp;#039;&amp;#039;&amp;#039;. Select &amp;#039;&amp;#039;Present Multi Team Spawner &amp;lt;&amp;gt;&amp;#039;&amp;#039;, and press add.&lt;br /&gt;
&lt;br /&gt;
Define the NPC you would like to spawn, and tick the &amp;#039;&amp;#039;explorer&amp;#039;&amp;#039; box.&lt;br /&gt;
&lt;br /&gt;
Save.&lt;br /&gt;
&lt;br /&gt;
== Dungeon Shops ==&lt;br /&gt;
&lt;br /&gt;
Start by creating a &amp;#039;&amp;#039;&amp;#039;Spread Step Range Zone Step&amp;#039;&amp;#039;&amp;#039; (2.2).&lt;br /&gt;
&lt;br /&gt;
Add a new step, &amp;#039;&amp;#039;Shop Step&amp;lt;&amp;gt;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
Define items and the item theme with the weights you want.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mobs&amp;quot; are the guards that will spawn if the player steals. These normally all have the Shopkeeper tactic.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;start mob&amp;#039;&amp;#039; is the inital shopkeeper that will be present in the shop. They should also have the Shopkeeper tactic. In the spawn features section, define the following: A &amp;#039;&amp;#039;Discriminator ID&amp;#039;&amp;#039; of 0, &amp;#039;&amp;#039;BattleScriptEvent&amp;#039;&amp;#039; interaction with script &amp;#039;&amp;#039;ShopkeeperInteract&amp;#039;&amp;#039;, and a &amp;#039;&amp;#039;Custom Lua Script&amp;#039;&amp;#039; which contains this line of code: { Role = &amp;quot;Shopkeeper&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
== Monster Houses ==&lt;br /&gt;
&lt;br /&gt;
Created by &amp;#039;&amp;#039;&amp;#039;Spread Houses&amp;#039;&amp;#039;&amp;#039; (6.1) in the segment steps. Define items and mobs with the weights you want.&lt;br /&gt;
&lt;br /&gt;
In &amp;#039;&amp;#039;House Step Spawns&amp;#039;&amp;#039; choose the &amp;#039;&amp;#039;Monster House&amp;#039;&amp;#039; option , then pick Room Filter Component. Set to negate, and then add Immutable and NoEvent to the components to blacklist them as possible spawns.&lt;/div&gt;</summary>
		<author><name>Imbion</name></author>
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