Could we have some check boxes or toggles to make the wall and floor styles consistent for making new rooms please.
28-04-2022 -
Activity
Newest / Oldest
S
Sesu
Status changed to:
Complete Feature
K
Aerynus - Lead Developer
Status changed to:
Live
K
Aerynus - Lead Developer
Status changed to:
In progress
Digital Mapmaker's Academy
Yes! It gets tedious having to replace the floors and walls with every new room. I picture a small window off to the side that shows the currently selected default walls/floor combo.
When changing room type it would be nice to be able to only change objects.
As the function is right now it change the walls too according to room type. And if walls have been removed it will add them back and add a door.
Merged with:
Locking specific features ahead of room creation
Alessandro Maggiorotto (melting pot)
it would be nice if we could lock a specific selection of items in the creation process. For instance, a shape/type of wall, or window, so that if you make 3 adjacent rooms, they all have matching windows rather than it being down to luck. it's most relevant for walls.
The rooms, once created, would still be customizable/modifiable.
Have it set so that, with a toggle set, if you attach a room to an existing structure it aligns with that structure when it comes to door types, window types, wall types, floor types, etc. The only things that would change are actual furnishings in the room.
I spend most of my time redoing textures. Walls, floors, and then objects like windows and doors.
A setting to make all walls/floors/doors/windows the same would be awesome. Or a way to change them all at the same time somehow.
I can change the floors all in 1 go which is great. But walls I need to do outer and inner. Windows and doors are the biggest pain, even when I switch off AI it still puts them in.
This is incredibly important! When I draw an inn with a commons room, one or two corridors, a kitchen, storage, and maybe 10 bedrooms I most certainly don't want to have a different style for every single room, but rather keep floors, walls, doors, and windows consistent.
The speed at which I can theoretically create such small locations is one of Dungeon Alchemist's strongest points, but having some goofy mix of materials that I'd have to unify manually seriously diminishes this aspect immensely.
Sometimes I know exactly what kind of pillar, torches, tiles, or walls I want in the room that is to be generated. Would be nice if I there was a way I could let the generator know.
These aspects could even change depending on the room. For example, the Dining Room would let me specify the food that is served if I so desired.
Also, a possibility to turn off randomizing utility components (stairs primarily) for when making multiple floor maps to either ensure the location is left clear or a placement identifier for the "other stair"
Being able to select external/internal Wall styles, Floor, Doors, & Windows in the Draw Room or Edit Room dialogues. Also have option to select each as a Random, or None.
Gah, I'd love some way to temporarily "guide" the AI and tell it the types of Windows and Doors. In a complete dream scenario I'd also be able to give it an idea about chaos/symmetry and sparse/cluttered and broken/fanciness
Activity Newest / Oldest
Sesu
Status changed to: Complete Feature
Aerynus - Lead Developer
Status changed to: Live
Aerynus - Lead Developer
Status changed to: In progress
Digital Mapmaker's Academy
Yes! It gets tedious having to replace the floors and walls with every new room. I picture a small window off to the side that shows the currently selected default walls/floor combo.
Sesu
Ilan RENAULT
Can create floor without change floor (for consistency)
Sesu
Merged with: Toggling specific assets
Toggle specific assets like pillars, windows, doors and other objects when generating a room.
Grimmric
When changing room type it would be nice to be able to only change objects.
As the function is right now it change the walls too according to room type. And if walls have been removed it will add them back and add a door.
Sesu
Merged with: Only randomize objects in a room
Sesu
Merged with: Locking specific features ahead of room creation
Alessandro Maggiorotto (melting pot)
it would be nice if we could lock a specific selection of items in the creation process. For instance, a shape/type of wall, or window, so that if you make 3 adjacent rooms, they all have matching windows rather than it being down to luck. it's most relevant for walls.
The rooms, once created, would still be customizable/modifiable.
Daniel T
Have it set so that, with a toggle set, if you attach a room to an existing structure it aligns with that structure when it comes to door types, window types, wall types, floor types, etc. The only things that would change are actual furnishings in the room.
Sesu
Dakka
Kind of similar to this suggestion? Either way great idea,
dungeonalchemist.upvoty.com/b/feature-requests/consistent-flooring-and-walls/
Dakka
I spend most of my time redoing textures. Walls, floors, and then objects like windows and doors.
A setting to make all walls/floors/doors/windows the same would be awesome. Or a way to change them all at the same time somehow.
I can change the floors all in 1 go which is great. But walls I need to do outer and inner. Windows and doors are the biggest pain, even when I switch off AI it still puts them in.
Kai Schmidt
This is incredibly important! When I draw an inn with a commons room, one or two corridors, a kitchen, storage, and maybe 10 bedrooms I most certainly don't want to have a different style for every single room, but rather keep floors, walls, doors, and windows consistent.
The speed at which I can theoretically create such small locations is one of Dungeon Alchemist's strongest points, but having some goofy mix of materials that I'd have to unify manually seriously diminishes this aspect immensely.
Fa Ji
In general it would be nice to choose specific aspects to lock while regenerating, e.g. the torches. Perhaps this post should merge with dungeonalchemist.upvoty.com/b/feature-requests/locking-specific-features-ahead-of-room-creation/
Fa Ji
This is seems like a specific case of a more general suggestion: dungeonalchemist.upvoty.com/b/feature-requests/locking-specific-features-ahead-of-room-creation/
Fa Ji
Sometimes I know exactly what kind of pillar, torches, tiles, or walls I want in the room that is to be generated. Would be nice if I there was a way I could let the generator know.
These aspects could even change depending on the room. For example, the Dining Room would let me specify the food that is served if I so desired.
Fa Ji
I just noticed there is a similar post (dungeonalchemist.upvoty.com/b/feature-requests/locking-specific-features-ahead-of-room-creation/), so this can probably be deleted.
Archduke Vecna
Merged the two.
Fa Ji
There are certain object that would also be nice to lock in this way, such as pillars.
Micheal Wade
Also, a possibility to turn off randomizing utility components (stairs primarily) for when making multiple floor maps to either ensure the location is left clear or a placement identifier for the "other stair"
Being able to select external/internal Wall styles, Floor, Doors, & Windows in the Draw Room or Edit Room dialogues. Also have option to select each as a Random, or None.
Remy Martyn
Gah, I'd love some way to temporarily "guide" the AI and tell it the types of Windows and Doors. In a complete dream scenario I'd also be able to give it an idea about chaos/symmetry and sparse/cluttered and broken/fanciness