// 3D noise that determines which c_wall nodes are converted to c_alt_wall
NoiseParams np_alt_wall;
- // Number of dungeons generated in mapchunk
+ // Number of dungeons generated in mapchunk. All will use the same set of
+ // dungeonparams.
u16 num_dungeons;
// Dungeons only generate in ground
bool only_in_ground;
// Room size random range. Includes walls / floor / ceilng
v3s16 room_size_min;
v3s16 room_size_max;
- // Large room size
- v3s16 room_size_large;
- // First generated room is large
- bool first_room_large;
+ // Large room size random range. Includes walls / floor / ceilng
+ v3s16 room_size_large_min;
+ v3s16 room_size_large_max;
+ // Value 0 disables large rooms.
+ // Value 1 results in 1 large room, the first generated room.
+ // Value > 1 makes the first generated room large, all other rooms have a
+ // '1 in value' chance of being large.
+ u16 large_room_chance;
// Dimensions of 3D 'brush' that creates corridors.
// Dimensions are of the empty space, not including walls / floor / ceilng.
+ // Diagonal corridors must have hole width >=2 to be passable.
+ // Currently, hole width >= 3 causes stair corridor bugs.
v3s16 holesize;
// Corridor length random range
u16 corridor_len_min;
u16 corridor_len_max;
- // Diagonal corridors are possible
+ // Diagonal corridors are possible, 1 in 4 corridors will be diagonal
bool diagonal_dirs;
// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
// desert dungeons.