Grid Path Steps: Difference between revisions
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! Example !! Variation !! Description | ! Example !! Variation !! Description | ||
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| [[File:Beetle Step Example.png|frameless]] || Beetle || One large room is generated in the middle. Then, other rooms are generated connecting to this large room. || | | [[File:Beetle Step Example.png|frameless]] || [[Grid Path Beetle|Beetle]] || One large room is generated in the middle. Then, other rooms are generated connecting to this large room. || | ||
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| [[File:Grid Branch Step Example.png|frameless]] || Branch || The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. || | | [[File:Grid Branch Step Example.png|frameless]] || [[Grid Path Branch|Branch]] || The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. || | ||
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| [[File:Grid Spread Branch Step Example.png|frameless]] || Spread Branch || The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. It is | | [[File:Grid Spread Branch Step Example.png|frameless]] || [[Grid Path Branch Spread|Branch Spread]] || The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. It is prioritized to spread them apart as much as possible, in which cells have the least adjacent cells are preferred to be traversed to.|| | ||
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| [[File:Circle Step Example.png|frameless]] || Circle || A ring of rooms is generated on the outer cells of the grid. || | | [[File:Circle Step Example.png|frameless]] || [[Grid Path Circle|Circle]] || A ring of rooms is generated on the outer cells of the grid. || | ||
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| [[File:Cross Step Example.png|frameless]] || Cross || One center room with hallways and rooms coming off of it in the four cardinal directions (north, south, west, east) is generated. || | | [[File:Cross Step Example.png|frameless]] || [[Grid Path Cross|Cross]] || One center room with hallways and rooms coming off of it in the four cardinal directions (north, south, west, east) is generated. || | ||
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| [[File:Edge Step Example.png|frameless]] || Edge || All rooms are placed on one side of the map. || | | [[File:Edge Step Example.png|frameless]] || [[Grid Path Edge|Edge]] || All rooms are placed on one side of the map. || | ||
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| [[File:Grid Step Example.png|frameless]] || Grid || A perimeter of rooms is formed on the outside cells, while hallways are formed inside the cells. || | | [[File:Grid Step Example.png|frameless]] || [[Grid Path Grid|Grid]] || A perimeter of rooms is formed on the outside cells, while hallways are formed inside the cells. || | ||
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| [[File:Tiered Step Example.png|frameless]] || Tiered || The floor is generated in tiers of different rooms. Then, a random value of hallways connect each tier together. || | | [[File:Tiered Step Example.png|frameless]] || [[Grid Path Tiered|Tiered]] || The floor is generated in tiers of different rooms. Then, a random value of hallways connect each tier together. || | ||
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| [[File:Treads Step Example.png|frameless]] || Treads || Two large "treads" of rooms are generated on the sides of the grid, with smaller rooms and hallways generating in between them. || | | [[File:Treads Step Example.png|frameless]] || [[Grid Path Treads|Treads]] || Two large "treads" of rooms are generated on the sides of the grid, with smaller rooms and hallways generating in between them. || | ||
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| [[File:Two Sides Step Example.png|frameless]] || Two Sides || A path consisting of rooms on the far right and far left of the grid are generated.|| | | [[File:Two Sides Step Example.png|frameless]] || [[Grid Path Two Sides|Two Sides]] || A path consisting of rooms on the far right and far left of the grid are generated.|| | ||
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Revision as of 15:09, 21 October 2025
The Grid Path Steps are a family of floor generation steps. They are used exclusively in GridFloorGen. Their typical priority is -4.
Usage
Grid path steps are used to generate a path of rooms and hallways in grid floors. Each different variant of the step does so through different methods.
Variants
The following different grid path steps exist in PMDO.
| Example | Variation | Description | |
|---|---|---|---|
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Beetle | One large room is generated in the middle. Then, other rooms are generated connecting to this large room. | |
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Branch | The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. | |
![]() |
Branch Spread | The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. It is prioritized to spread them apart as much as possible, in which cells have the least adjacent cells are preferred to be traversed to. | |
![]() |
Circle | A ring of rooms is generated on the outer cells of the grid. | |
![]() |
Cross | One center room with hallways and rooms coming off of it in the four cardinal directions (north, south, west, east) is generated. | |
![]() |
Edge | All rooms are placed on one side of the map. | |
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Grid | A perimeter of rooms is formed on the outside cells, while hallways are formed inside the cells. | |
![]() |
Tiered | The floor is generated in tiers of different rooms. Then, a random value of hallways connect each tier together. | |
![]() |
Treads | Two large "treads" of rooms are generated on the sides of the grid, with smaller rooms and hallways generating in between them. | |
![]() |
Two Sides | A path consisting of rooms on the far right and far left of the grid are generated. |
Special Variations
These variations are unique in that they are not meant to be used in the editor, and have several different odd properties about them.
Pyramid
A very specific path step. It places a giant room in the center of the floor and a connecting room below it. From that connecting room, it behaves like Grid. It is recommended to not use this step, as it is complex and will likely be broken down into separate generators in the future.
Specific
This populates a room by creating a specific path of rooms. It is editor unfriendly.










