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Dungeoneering 101 Chapter 4: Plugs & Sockets

March 5, 2019 by Evilagician, Ylva,

Welcome to the 4th chapter on dungeon making. If you've followed this guide from the start, you should have the basic blueprints ready. This chapter will focus on plugs and sockets. Those link your blueprints together.

When you enter the metaforge (/mf) and look at your building inventory, you will see the plugs and sockets pre-loaded. 

 

As a general rule:

  • Each blueprint can only have one plug, but it can have multiple sockets.
  • Each used socket-type needs matching plugs in other blueprints.
  • One never ever uses the red socket (socket 0).
  • Sockets and plugs of the same color will occupy one voxel when the dungeon generates and result in an empty voxel.

To keep track of open sockets and closing plugs we will make a list. Its easier to keep track of them from the beginning, but feel free to skip the list.

socket number used plug number used
    0: red  
1: orange   1: orange  
2: yellow   2: yellow  
3: green   3: green  
4: blue   4: blue  
5: purple   5: purple  
6: hot pink   6: hot pink  
7: cyan   7: cyan  
8: light green   8: light green  
9: white   9: white  
10: black   10: black  
11: mustard   11: mustard  
12: clay   12: clay  
13: brown   13: brown  
14: fuschia   14: fuschia  
15: peach   15: peach  
16: pink   16: pink  

Step 1. Add the red Plug (plug 0)

The red plug functions as the connection to the generated land. The game will generate socket 0's on top of the world to plug dungeons into the world. Therefore you connect your dungeon with the red plug (plug 0). Place this plug in the center of your dungeon (x-axis and y-axis) and the height will be land level.

Remember that we used placeholder blocks when we created the buildings pieces? Place your red plug on top of the placeholder for the red plug. Remove the placeholder when you've arranged this.

Don't forget to type /save in the chat window to save your changes. The command is case-sensitive.

Example:

In our guides dungeon, we place the red plug in the base (E_D1_medieval_guidehouse_base_ground.blueprint) of the building where we left an empty voxel. The orientation of the red plug doesn't really matter, as the game will rotate the socket by itself to randomize the rotation of your dungeon.

In the checklist, we check the red plug as used.


Step 2. Connecting Sockets

Because this is the base of your dungeon, other pieces will connect to this one by matching sockets and plugs.

Example

In our guides dungeon, we have multiple pieces connected to the base:

  • two walls without windows
  • one wall with a door
  • one wall with a window.

Now, these can all use the same plug and socket because they are the same external size, but in this case, we do want to have the wall with the window opposed to the wall with the door.

In our example, we place an orange socket (socket 1) on the placeholder blocks facing outward from the center. This will either be for the door or the wall with a window. We also place one opposite of this position, on the other side for the other blueprint.

After this, we will do the same to the other ends of the base for the closed wall. Because we want the closed-off walls to spawn here and not an open one, we will use the yellow socket (socket 2).

Again we type "/save" to save our changes.

In the checklist, we check socket 1 and socket 2 as used.


Step 3. Placing Plugs

Now its time to set up the matching plugs in our connecting pieces.

Example

In our previous step, we added socket 1 and socket 2 to the base blueprint. So now will add plug 1 and plug 2 to our blueprints. Open the following blueprints and add the matching plug on top of the placeholder block.

  • E_D1_medieval_guidehouse_prop_walldoor uses a orange plug.
  • E_D1_medieval_guidehouse_prop_wallwindow uses a orange plug.
  • E_D1_medieval_guidehouse_prop_wallclosed used a yellow plug.

In our checklist, we check plugs 1 and 2 as used.


Step 4. Rinse and Repeat

Repeat step 2 and step 3 until all blueprints are connected to each other. No placed socket should be left without a guaranteed plug.

Example

In our example, we still need to connect the roof to the rest of the dungeon. For this, we place the green socket (socket 3) on the placeholder block above the door (E_D1_medieval_guidehouse_prop_walldoor). We save our changes and open the roof blueprint (E_D1_medieval_guidehouse_prop_roof). In this blueprint, we add plug 3 on the placeholder block.

In our checklist, we check both socket 3 and plug 3. Looks like our list is done for this dungeon.


Running out of plugs and sockets

Back in the day we only had 8 plugs and sockets to use, this has been expanded in a patch to 16. So, in theory, you should not be able to run out of plug and socket types. If you are still running out you have two options:

  • Check if you really need all the plugs and sockets (if it doesn't add variation, you can just attach pieces together in one blueprint).
  • Extend options with the use of blockers (Advanced topic, might be discussed in a different chapter. Greatly increases generation time, generally not advised).

Errors Placing plugs and sockets 

Some common issues with plugs and sockets are placement related. Those will be made visible after the next chapters. Issues might be:

  • Sockets or plugs placed in the wrong position making a room go out of boundaries upon attempted dungeon generation
  • Some sockets or plugs miss matching socket or plug of the same color

Its usually a quick thing to fix these, but let's proceed to the next chapter first.


<- Chapter 3 | Intro and Table of Contents | Chapter 5 ->


Page Change Log

  • 2018-09-25: Written
  • 2019-03-05: Added images and published

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