User contributions for Imbion
From PMDOWiki
6 August 2025
- 17:2517:25, 6 August 2025 diff hist +5 Combine Grid Room Step No edit summary
- 17:2417:24, 6 August 2025 diff hist +2 Combine Grid Room Step No edit summary
- 17:2417:24, 6 August 2025 diff hist +1,115 N Combine Grid Room Step Created page with "The '''Combine Grid Room Step''' is a floor generation step. It is used exclusively in Grid Floor Generation. Its typical priority is ''-4''. == Usage == This step merges rooms in separate cells into one single room. == Fields == Combine Grid Room Step has the following fields. === Merge Rate === The amount of merges that will be performed in the grid plan. This can be a range for a degree of randomization. === Filters === Conditions rooms must meet in order to..."
- 16:4616:46, 6 August 2025 diff hist +1,234 N Set Grid Defaults Step Created page with "The '''Init Grid Plan Step''' is a floor generation step. It is used exclusively in Grid Floor Generation . Its typical priority is ''-4''. This step replaces some of the generated cells with a 1x1 tile hall. == Usage == Similar to how the Rescue and Explorers games generate their floors, this step replaces a given percentage of the rooms within the cells with a 1x1 tile hall. This is correctly flagged as a hall, so items and other room features will be unable to s..."
- 16:3316:33, 6 August 2025 diff hist +14 Floor Generation Overview Edited a redlink
- 02:2802:28, 6 August 2025 diff hist −1 Blob Water Step Fixed a minor typo
- 02:2702:27, 6 August 2025 diff hist +997 Blob Water Step No edit summary
- 00:2600:26, 6 August 2025 diff hist +1,186 N Draw Grid To Floor Step Created page with "The '''Draw Grid To Floor Step''' is a floor generation step for usage in Grid Floor Generation. Its typical priority is '''-3'''. == Usage == All of the floor steps that occur at lower priorities define what can generate in the grid itself. With the parameters set with Init Grid Plan Step and a path generated with one of the Grid Path Steps, the Draw Grid To Floor Step creates a list of rooms and halls. It accomplishes this by translating the grid room and..."
- 00:0800:08, 6 August 2025 diff hist −150 Floor Generation Overview Removed a gridgen step I forgot to remove from the general table
- 00:0200:02, 6 August 2025 diff hist +1 Init Grid Plan Step Hey guess who forgot one (1) character
- 00:0200:02, 6 August 2025 diff hist +1,208 N Init Grid Plan Step Created page with "The '''Init Grid Plan Step''' is a floor generation step. Its typical priority is '''-5''. == Usage == This step is the initializer of the grid's settings when using Grid Floor Generation. What properties the grid will have is set defined. It should always be called before any other generation of the grid based floor. == Fields == The following fields are present in InitGridPlanStep. === Cell Dimensions === The dimensions of tiles within the cell itself. '''Cell W..."
5 August 2025
- 23:5123:51, 5 August 2025 diff hist +341 N Unbreakable Border Step Created page with "The '''Unbreakable Border Step''' is a floor generation step. Its typical priority is '''0.1'''. == Usage == This step simply places a border using unbreakable blocks around the entire map. Its '''thickness''' can be set, to control how many tiles of unbreakable blocks are placed, typically of value 1. Category:Floor Generation Step" current
- 23:4323:43, 5 August 2025 diff hist +51 N Specific Tiles Step Redirected page to Debug Floor Steps#Specific Tiles Step current Tag: New redirect
- 23:4323:43, 5 August 2025 diff hist +48 N Detect Tile Step Redirected page to Debug Floor Steps#Detect Tile Step Tag: New redirect
- 23:4223:42, 5 August 2025 diff hist +59 N Detect Isolated Stairs Step Redirected page to Debug Floor Steps#Detect Isolated Stairs Step current Tag: New redirect
- 23:4223:42, 5 August 2025 diff hist −1 Debug Floor Steps Another key double press removal!!!!!!! gr!!!!!!!!!! current
- 23:4123:41, 5 August 2025 diff hist −1 Debug Floor Steps removed a rouge equals
- 23:4123:41, 5 August 2025 diff hist +540 N Debug Floor Steps Created page with "These are the |floor steps that exist primarily for debug and testing purposes. === Specific Tiles Step == This step sets the floor to specific tiles defined in the step. == Detect Isolated Stairs Step == This step checks if a path from the starting point exists to the stairs. If no such path can be found, then an error is thrown. == Detect Tile Step == This step checks if a certain defined tile can be found in the map. If it cannot be fo..."
- 23:2123:21, 5 August 2025 diff hist +946 N Place Random Mobs Step Created page with "The '''Place Random Mobs Step''' is a floor generation step. As it defines '''spawns''', its typical priority is '''6'''. This step spawns the initial mobs present when the floor is loaded. == Fields == The following fields are present in PlaceRandomMobsStep. === Filters === This defines where mobs are allowed to spawn. The typical default filter is <code>RoomFilterConnectivity: Main</code>, to allow mobs to spawn in main rooms. The '''Include Halls''' option can be..."
- 23:1223:12, 5 August 2025 diff hist +18 Map Data Step Added links to darkness page
- 23:1123:11, 5 August 2025 diff hist +1,263 N Map Texture Step Created page with "The '''Map Dict Texture Step''' is a floor generation step. Its typical priority is '''4'''. This step is used to define the appearance of tiles generated on a floor. == Usage == Map Texture Step is used for dungeons with three different tiles: Floors, walls/unbreakable, and a secondary tile (i.e. water, abyss, lava). If a floor wants to use additional tiles (i.e. tall grass), it must use the Map Dict Texture Step instead. == Fields == The following fields are pre..." current
- 23:0423:04, 5 August 2025 diff hist +1,571 N Map Dict Texture Step Created page with "The '''Map Dict Texture Step''' is a floor generation step. Its typical priority is '''4'''. It is a variation of the Map Texture Step. This step is used to define the appearance of multiple different types of tiles. == Usage == While Map Texture Step is used for most dungeons, it only supports dungeons that use a typical tileset of floor, walls, and a secondary tile. That step does not support additional tiles, such as tall grass. Thus, when creating a floor t..." current
- 22:3722:37, 5 August 2025 diff hist +9 Zone Step Added stub template
- 22:2622:26, 5 August 2025 diff hist −15 Floor Generation Overview No edit summary
- 22:2622:26, 5 August 2025 diff hist +21 Floor Generation Overview No edit summary
- 22:2522:25, 5 August 2025 diff hist +6 Zone Step No edit summary
- 22:2122:21, 5 August 2025 diff hist +6 Tutorial:Creating Monster Houses Category change
- 22:2022:20, 5 August 2025 diff hist +6 Tutorial:Making Dungeons Accessible from a Ground Map No edit summary
- 22:2022:20, 5 August 2025 diff hist +6 Tutorial:Creating Dungeons No edit summary
- 22:2022:20, 5 August 2025 diff hist +6 Tutorial:Creating Dungeon Shops Category change
- 22:1922:19, 5 August 2025 diff hist +70 N Category:Dungeon Generation Created page with "Data related to the generation of dungeons. Category:Modding Data" current
- 22:1822:18, 5 August 2025 diff hist +71 N Category:Floor Generation Step Created page with "Collection of floor generation steps. Category: Dungeon Generation"
- 22:1722:17, 5 August 2025 diff hist +903 N Map Data Step Created page with "The '''Map Data Step''' is a floor generation step. As it defines '''floor data''', its typical priority is '''-6'''. This step defines some basic properties of the floor. == Fields == === Music === What music to play while the player is on the floor. Any music present in either the game's or the loaded mod's music folder can be selected as the music for the floor. === Time Limit === How many turns the player can stay on the map before something string kicks them out..."
- 22:0922:09, 5 August 2025 diff hist −792 Floor Generation Overview Removed dupe entries from the general table
- 22:0622:06, 5 August 2025 diff hist +1,288 Floor Generation Overview Split GridFloorGen and RoomFloorGen steps into seperate tables (entries haven't been removed from the general table yet, todo)
- 21:5821:58, 5 August 2025 diff hist +862 Floor Generation Overview Added redlinks for all spawn steps, also put the priority steps under their own heading for page readability
20 July 2025
- 18:3218:32, 20 July 2025 diff hist +271 Modding Hub No edit summary
25 June 2025
- 15:0415:04, 25 June 2025 diff hist +6,514 N Tutorial:Basic Zone Scripts Created page with "PMDO has some base functions for its zones that have to be user implemented. In order to make a functioning dungeon, these functions must be filled out. From the root folder of a mod, you can find them at <code>Data/Script/[modNamespace]/zone/[zoneName]</code>. All of these functions are found in the <code>init.lua</code> file. == Init == This function is run every time the zone is initialized, such as when we enter it, exit a quicksave, or load a replay. All base dungeo..."
- 14:4714:47, 25 June 2025 diff hist −17 Modding Hub Changed redlink to Basic Zone Scripts (since that's probably better)
- 14:4314:43, 25 June 2025 diff hist +42 Modding Hub Added redlink for exiting dungeon segments
24 June 2025
- 16:1416:14, 24 June 2025 diff hist +20 Modding Hub Added Themes redlink
- 16:0016:00, 24 June 2025 diff hist +3,988 N Tutorial:Creating Dungeon Shops Created page with "A guide on how to create shops in dungeons. == Initializing Shop Generation == Shops may be created by adding a Zone Step to a segment. Open the segment you want to add shops to in the editor. Then, add a '''Spread Step Range Zone Step''' to your zone steps, setting the priority field to (4.2). Here, each item in the ''spawn'' section can be defined as a shop. You can create different shops with different sets of items using this. Let's start by adding our first shop...."
- 15:2715:27, 24 June 2025 diff hist −2 Using SpreadPlans No edit summary
- 05:0505:05, 24 June 2025 diff hist +1,697 N Using SpreadPlans Created page with "'''Spread Plans''' are a common aspect of dungeon generation. They define where certain features will spawn throughout a dungeon. There are different types of spread plans in PMDO. Each spread plan comes with a '''Floor Range''', which allows definition of what floors the spread plan applies to. == Spread Plan Chance == A spread plan defined by percent chance per floor. Each floor has a pre-defined ''x''% chance of spawning the feature, where ''x'' is the chance it wil..."
- 04:5104:51, 24 June 2025 diff hist +4,076 N Tutorial:Creating Monster Houses Created page with "A guide on how to create monster houses. == Initializing House Generation == We can create a monster house by adding a '''Zone Step''' to a segment. Open the segment you would like to add monster houses to in the editor. You will want to add the '''Spread Houses''' step to your '''Zone Steps'''. Set the priority field to (4.1). This step is capable of supporting multiple different types of generations. In this case, we would like monster houses to be spawned. Find th..."
18 June 2025
- 00:3500:35, 18 June 2025 diff hist +65 User:Imbion/Sandbox No edit summary current
- 00:3400:34, 18 June 2025 diff hist +41 User:Imbion sandbox linl current
17 June 2025
- 23:5523:55, 17 June 2025 diff hist +1,606 N User:Imbion/Sandbox/Dungeon Ref Created page with "General notes about dungeon generation stuff, for my own reference (and maybe others). == Make PerlinWater Look Good == Set '''PerlinWaterStep''' (3). Use additional steps '''DropDiagonalBlockStep''' (3.1) and '''EraseIsolatedStep''' (3.2) with water set as their tiles to clean up perlin water generation. == Passive Dungeon NPCS == In the segments, create '''SpreadStepZoneStep'''. Set spawn types to ''Ran Bag <>''. For each passive NPC, create one '''Place Random Mo..." current
4 June 2025
- 19:2319:23, 4 June 2025 diff hist +5,324 N User:Imbion/Sandbox Created page with "This is my sandbox. For article draft shenanigans and the like, and also some of my own personal notes on PMDO modding. == Exiting Dungeon Segments == Once you've created a dungeon, you might notice that when you leave a segment the game simply stops execution. This is because we need to tell the game what to do upon exiting a segment through lua scripting. === Understanding ExitSegment === Contained in the scripting file for your zone, <code>init.lua</code>, is the Ex..."
- 18:3118:31, 4 June 2025 diff hist +57 N User:Imbion Created page with "Greetlings. I edit the wiki sometimes. Very occasionally."
