Dungeoneering 101 Chapter 6: METAFORGE: Testing your dungeon

March 7, 2019 by Evilagician, Ylva,

So, you've made your dungeon pieces, the .dungeon file and you've added plugs and sockets to your pieces. And this point you must be eager to fill your dungeons with traps and decorations but we advise you to make the following checks before you decorate.

Test your dungeon.

It's very important to test your dungeon at this step. Decorating your dungeon is a nice but time-consuming step and it can be all for nothing if you have to redo your pieces in a voxel editor.

To test your dungeon generation, open Trove and jump in the Metaforge (/mf). When loaded you can generate a complete assembly of your dungeon by dragging in the .dungeon file.

Does your dungeon generate? Good! But even when your dungeon generates without issues, it's important to validate this more than once.

Tests you should always do.

Generate your dungeon multiple times and check the results for:

  • How is the variation?
  • Do all the different pieces get used or is a certain piece missing in the assembled dungeon?
  • Are pieces placed where they are supposed to be (or are they rotated)?
  • Display debug information (/debugtext) and make sure that voxel count on your dungeon is not red. The higher is the voxel count the longer it takes for the server to generate and render your dungeon into the world. Green is good, orange is acceptable, red means you and other players will have to stare into the abyss for a bit waiting for a dungeon to show up.

Your dungeon will always try to assemble. If one piece fails to load it will just keep trying other pieces. Maybe you forgot the plug in one of the variations and assembling the dungeon will just pick the same variation over and over because it doesn't know how to pick the piece without a plug. It could also be the chance of the second variation is too low (or the weight 1st variation too high).


  • Check all your pieces for plugs and sockets
  • Change the weights of all connecting pieces. You can set the weight to 1.0 to force it to spawn for sure if you want to out rule the plug/socket issue.
  • Orientation matters! Plugs and sockets won't rotate for you!

Obvious Generation failures

It might also be possible your dungeon doesn't generate at all. Metaforge just displays an empty green field and shows a lot of text in the right chat window that vanishes too quickly.

A good thing that text is also saved into the layout.txt next to the .dungeon file.

Opening that file will display dungeon generation information, whether your dungeon assembles or not.

1. one or more blueprints is missing a plug or socket

solution: check all blueprints, one blueprint can only have one plug but it can have multiple sockets.

2. other sockets or blockers prevent rooms from spawning

solution: make sure that there are possible spawn options for all layouts, start simpler .dungeon file designs and add more complex layouts on top of already working ones

3. there are not enough rooms with plugs to fill all sockets

solution: create empty endcap blueprints with plugs that fill empty sockets if no room spawns there

4. due to rotation\placement of plugs and sockets rooms spawn outside of dimension box

solution: build up your dungeon layout in voxel editor to make sure everything fits in dimension box, check plugs orientation

Consider checking out the Metaforge Sungoddes Trials, completing those will help you understand more about plugs, sockets, and dungeon generating.

<- Chapter 5 | Intro and Table of Contents | Chapter 7 ->

Page Change Log

  • 2018-09-24: Written
  • 2019-03-07: Published

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Chapter 2: Planning your dungeon
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Chapter 5: Creating the .dungeon file
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