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:
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|
|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|
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.
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.
Because this is the base of your dungeon, other pieces will connect to this one by matching sockets and plugs.
In our guides dungeon, we have multiple pieces connected to the base:
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.
Now its time to set up the matching plugs in our connecting pieces.
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.
In our checklist, we check plugs 1 and 2 as used.
Repeat step 2 and step 3 until all blueprints are connected to each other. No placed socket should be left without a guaranteed plug.
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.
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:
Some common issues with plugs and sockets are placement related. Those will be made visible after the next chapters. Issues might be:
Its usually a quick thing to fix these, but let's proceed to the next chapter first.
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