#Dungeon Generation Plus
3051 messages · Page 4 of 4 (latest)
It's also possible that I don't record the correct result in certain instances
NoMatching is a result of a null result due to how the original code works
I'm 90% I accounted for that correctly, but it's not 100% certainty
looks like it is correct
I think your debug code printing the potential connected tiles isn't taking into account your DoorwayPairFinderPatch
I suspect that patch is what's causing me to see 0 doorway pairs directly after Entrance1 intermittently, but not sure why yet
never mind, disabling that patch still results in 0 pairs sometimes
Looks like we were shooting ourselves in the foot with a 70% straightening chance on Lab which was activating on the first tile placed off main
In other words, we had a 70% chance to reject the door that we were forcing the Lab path onto
kinda goofy that straightening is determined by the potential tile's archetype instead of the one it's being placed onto but
(also not your code's issue)
[Warning:dev.ladyalice.dungenplus] .lethalbundle does not contain any ExtendedContent. Unless you are manually creating and adding your ExtendedDungeonFlow with code, the DunGenExtender will probably not work.
Can this be ignored?
dungenextender seems to work as expected so not sure what this warning is about
Oh, that was the issue? Strange as hell
I believe MainDoorwayGroups has a Set setting
Which means you can set it up so certain doorways only pertain to the first main path, then second, then third, etc.
Which means you can have the straighten setting, but you won't have high failure rate
When a main path begins generation, for either the default main path or alternate main paths, it will grab the group corresponding to the main path generation order. If the first main path begins generation (DungeonFlow's default main path), the first group in the list is selected. If the second main path begins generation (the first alternate main path), the second group is selected and so on. Whichever group is selected, it only allow the doorways in that group to start it's main path.
NOTE You may want to use this component to split the main paths between floors for example. Or perhaps one main path in the left side of the main room and the other main path in the right side. However you like it.
Unless you already using it
You can ignore the warning yes
I think that's what we're using, that's the setup that gives the main paths an order?
The issue was that the DoorwayPairFinder derives the straightening chance from the next archetype rather than the previous one
so when placing Lab, it was using Lab's straightening chance instead of the Entrance1 node's straightening chance
Ahh I see
Well, I think you said that it's DunGen's design decision, not ours. I just copied their strategy
But I'm sure it can overriden
ahm.... i have a strange issue. after the new update of dungen+ the map tranquillity don't load the interiors. i have this error. is from ur mod?
[Error : Unity Log] No more space in Reflection Probe Atlas. To solve this issue, increase the size of the Reflection Probe Atlas in the HDRP settings.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) ItemDropship.DMDItemDropship::Update(ItemDropship)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineItemDropship::Update?1327137462(ItemDropship)
CodeRebirth.src.Patches.ItemDropshipPatch.ItemDropship_Update (On.ItemDropship+orig_Update orig, ItemDropship self) (at ./src/Patches/ItemDropshipPatch.cs:55)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookItemDropship::Update?1464859748(ItemDropship)
[Debug :dev.ladyalice.dungenplus] Main branch gen failed at Branch 0 (Length: 1, Ratio: 0,09090909)
Prev tile: Main
Archetype: EgyptArchi
Tilesets: EgyptTileSet (DunGen.TileSet), IeEgytpTileSet (DunGen.TileSet)
Reason: DunGen.TileIsCollidingPlacementResult
Available Doorways: Socket (2)
Used Doorways:
this is the log
only with this map i have the issue
@graceful fiber do you think this is your error by chance?
Which interior btw
@wild mural
I think it's the egypt interior.
Tomb?
Another theory
Info :LethalLevelLoader] CurrentLevel: Tranquillity DungeonSize Is: 1 | Leaving DungeonSize As: 1,5
[Info :dev.ladyalice.dungenplus] Did not load a DunGenExtenderer
[Debug :dev.ladyalice.dungenplus] Initialized ScrapItemManager to 42 Tranquillity
[Debug :dev.ladyalice.dungenplus] Initialized EnemyManager to 42 Tranquillity
[Info :LethalLevelLoader] Fire Exit Patch Report, Details Below;
EntranceTeleport's Found, Tranquillity Contains 3 Entrances! ( 2 Fire Escapes)
Main Entrance: EntranceTeleportA (Entrance ID: 0)
Alternate Entrance: EntranceTeleportC (Entrance ID: 1)
Alternate Entrance: EntranceTeleportB (Entrance ID: 2)
Found Fire Escape GlobalProp: (ID: 1231), Modifying Spawn rate Count From (2,2) To (2,2)
[Info :LethalLevelLoader] Created New Day History Log! PlanetName: Tranquillity ,Tomb ,Quota: 0 , Day: 1 , Weather: None
[Info : Cat] Meow?
[Info : Cat] Meow.
[Info : Cat] I am cat.
[Info : Cat] I have come to share my wisdom.
[Info : Cat] EHEM.
[Info : Cat] Meeeooowwwwww.
[Info :Slaughterhouse Scripts] Adding new rules to Slaughterhouse dungeon generation.
[Error : Unity Log] No more space in Reflection Probe Atlas. To solve this issue, increase the size of the Reflection Probe Atlas in the HDRP settings.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) ItemDropship.DMDItemDropship::Update(ItemDropship)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineItemDropship::Update?1327137462(ItemDropship)
CodeRebirth.src.Patches.ItemDropshipPatch.ItemDropship_Update (On.ItemDropship+orig_Update orig, ItemDropship self) (at ./src/Patches/ItemDropshipPatch.cs:55)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookItemDropship::Update?1464859748(ItemDropship)
The Slaughterhouse Scripts, not sure if that's causing issues
the dropship one? nah
it's just referencing my orig(self); on the patch, which is just the vanilla code
it's kinda hard to read the error, they should install BepInEx Monomod Debug Patcher
@wild mural check and see if the Slaughterhouse mod is causing the issues
Cause it may be injecting rules into the generation
Also, Tranquillity was last updated 2 years ago. I don't expect it to be stable after so many updates
mmmmm yea slaugtherhouse inject some rules, but with previous dungen all work fine mmmmm
after unistalling additionalnetworking and addonsfusion the game give me the same error but log the interiors, i don't know why but this is the ''fix'' i try
yeah have a lot problem with sync outside item and mines, but still a good map XD
the previous DunGenPlus didn't use the main room doorway groups, so it is very possible that the interior that's generating had them set up but doesn't actually work properly when they function
although I guess it's saying tile collision is the reason there 
with that tile having a single available doorway and no used doorways, not sure how the update could have broken generation
mmm we r trying to contact the owner of tranquillity ^^
The Tranquillity dungeon doesn't use my system