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Dungeoneering 101 Chapter 5: Creating the .dungeon file

March 5, 2019 by Evilagician, Ylva,

The .dungeon file is the property\settings file of your dungeon. This chapter in the dungeoneering 101 will focus on creating the .dungeon file in a readable format.

The .dungeon file is the property file of your dungeon. It tells the server the number of times your pieces can be picked. On top of that, it also incorporates the chance a certain piece can spawn. You can edit your .dungeon file in any text editor, but if you like formatting open it up in Programmers notepad for example. Switch the formatting to "properties" and you will see the difference between segments.

Image 1. Normal notepad on the left versus programmers notepad on the right.

This guide covers a lot of additional information that will help you make your .dungeon file more readable for both you, the TroveCreations Moderators and the Development team.

Please note that naming of the file doesn't affect if it works or not, but it's much easier to keep track of files when its named properly instead of qwerty.dungeon


Step 1. Create a txt-file

The .dungeon file has to be right next to the blueprints, so Right-click in your dungeon folder, browse to New and choose Text Document. 

Rename your file identical to your dungeon filenames, but without any of the pieces and replace the .txt with .dungeon.

Examples using E_{type}_{biome}_{identifier}

  • E_D1_medieval_guidehouse
  • E_D1_cursed_brokentomb
  • E_D3_frontier_westerntown
  • E_D3_frontier_deepmine
  • E_D3_frontier_sandworm

We reuse the same formatting we used for the filenames in earlier chapters:

  • E stand for environment
  • the {type}: D1 stands for Dungeon one star = lair, D3 stand for Dungeon three stars = dungeon
  • the {biome} is filled with the biome name
  • the {identifier} is a unique identifier for that dungeon.

When you're done creating the file, open it in the editor of your choice.


Step 2. Fill the file (Header info)

Remember, every line starting with a "#" will be a comment field. Use this to keep the file readable and understandable. Also, the file doesn't use quotes ("). In this guide, we use them to highlight the text you need to add. Remove these from the text at all times.

Before we start adding the individual pieces, we will start on the "header bit".

  • Line 1: Always start your file with [Dungeon].
  • Line 2: If you're making a Lair (1-star), you will need to add the following line on line 2: "Type = lair". If you're making a 3-star dungeon, add "Type = Dungeon" instead.
  • Line 3+: these are optional and added as comments. These are used to make the file more readable.

Example so far:

[Dungeon]
Type = lair
#Mode = 3-star dungeon
#Creator = Evilagician
#Biome = Medieval
#Indicator = guidehouse
#Title = Awesome House
#STORY:

# Awesome house made in the dungeon guide


Step 3. Fill the file (piece level)

Now it is time to add each individual piece. The order doesn't really matter but it's advised to work your way down in the order of plugs.

Start your line section off with the following comment: "#Blueprint allocation"

[Dungeon]
...
#Blueprint allocation

Now we can start adding each individual piece, each of them needs to have a unique name. For example [Piece1], [Piece2], [Piece3] etc. For each piece it is mandatory to fill the following fields:

[uniquename]
Blueprint = {blueprintname, exactly as you blueprint named, without file extension}
Quantity = {amount of times that piece can be picked, whole numbers starting 1 and up}
Weight = {percentage chance of it to spawn, a fractional number from 0 to 1, with a step of 0.1}

Example:

[groundlevel]
Blueprint = E_D1_medieval_guidehouse_base_ground
Quantity = 1
Weight = 1

This bit says, blueprint "E_D1_medieval_guidehouse_base_ground" can spawn 1 time with a chance of 100% and its unique name is "groundlevel".

You can enrich it with more information like the plug and socket info. Again it's all about readability. We will add the following info to each section.

#Plug 0 Contains Sockets 1, 2
[groundlevel]
Blueprint = E_D1_medieval_guidehouse_base_ground
Quantity = 1
Weight = 1

There are a few things to keep in mind. The Weight is a percentage on that piece. This doesn't mean the sum of all the pieces has to be 100%. Quantity has to be more or equal to the number of sockets you have in your dungeon (of that type). Else the dungeon will not spawn.

Repeat this for all the blueprints in your dungeon. Our complete file should look like this:

[Dungeon]
Type = lair
#Mode = 1-star dungeon
#Creator = Evilagician
#Biome = Medieval
#Indicator = guidehouse
#Title = Awesome House
#STORY:

# Awesome house made in the dungeon guide

#Blueprint allocation

#Plug 0 Link to the land, Contains: Sockets 1, 2
[groundlevel]
Blueprint = E_D1_medieval_guidehouse_base_ground
Quantity = 1
Weight = 1

#Plug 1 Contains: socket 3
[walldoor]
Blueprint = E_D1_medieval_guidehouse_prop_walldoor
Quantity = 1
Weight = 1

#Plug 1 Contains no sockets
[wallwindow]
Blueprint = E_D1_medieval_guidehouse_prop_wallwindow
Quantity = 1
Weight = 1

#Plug 2 closed off wall, Contains no sockets
[wallclosed]
Blueprint = E_D1_medieval_guidehouse_prop_wallclosed
Quantity = 2
Weight = 1

#Plug 3 Roof, Contains no sockets
[houseroof]
Blueprint = E_D1_medieval_guidehouse_prop_roof
Quantity = 1
Weight = 1

Step 4. Completion (for now)

Save your file. In the next step of this guide, we will test the dungeon and fix possible errors. When you add more pieces to your dungeon, you should always adapt the .dungeon file too. Keep the above tips in mind.


<- Chapter 4 | Intro and Table of Contents | Chapter 6 ->


Page Change Log

  • 2018-09-24: Written
  • 2019-03-05: Published

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