This page lists the settings on the Cell Flow dungeon config and on the layout graph nodes that are specific to
this builder. The path, item and key-lock properties that every flow builder shares are covered in the flow
graph documentation
Select your dungeon actor and look at the config
| Property |
Default |
Description |
| Cell Flow |
none |
The Cell Flow asset that holds the layout graph |
| Grid Size |
(400, 400, 200) |
The size of a single layout cell in world units. The Z value is the height of one floor level |
| Max Retries |
50 |
How many times the builder retries the layout before giving up |
| Parameter Overrides |
empty |
Overrides node parameters by name at build time, so a single graph can drive several dungeons |
| Marker Config |
none |
The marker settings asset that maps paths to the markers they emit |
These are shared by both the Create Cells (Grid) and Create Cells (Voronoi) nodes
| Property |
Default |
Description |
| World Size |
(30, 30) |
The size of the play area in layout cells |
| Min Group Area |
20 |
The smallest area a merged chunk is allowed to have |
| Cluster Blobbiness |
0.5 |
Controls the shape of the merged chunks. 0.5 keeps the classic behaviour, higher values create rounder more compact chunks, lower values create longer stringier chunks. Ranges from 0 to 1 |
| Property |
Default |
Description |
| Min Cell Size |
1 |
The smallest cell the grid partition may produce |
| Max Cell Size |
6 |
The largest cell the grid partition may produce |
| Fit Iterations |
20 |
How many attempts are made to fit cells into the play area. Raise it for a denser packing |
| Min Aspect Ratio |
0.4 |
Cells narrower than this ratio are rejected |
| Max Aspect Ratio |
1.5 |
Cells wider than this ratio are rejected |
| Property |
Default |
Description |
| Num Points |
100 |
The number of Voronoi sites scattered across the play area. More points means smaller cells |
| Num Relax Iterations |
5 |
Lloyd relaxation passes. Higher values even out the cell sizes and make them more regular |
| Disable Boundary Cells |
true |
Drops the cells touching the outer boundary, which are unbounded and stretch off to the edges |
| Edge Connection Threshold |
0.2 |
Two adjacent cells are only connected if their shared edge is at least this ratio in length. This avoids connections through a sliver of an edge. This is an advanced setting |
Both path nodes carry these Cell Flow specific properties, on top of the path settings shared by all flow builders
| Property |
Default |
Description |
| Ceiling Height Min |
1 |
The smallest ceiling height a node on this path may use, in floor levels |
| Ceiling Height Max |
4 |
The largest ceiling height a node on this path may use, in floor levels |
| Room Size Min |
1 |
The smallest number of layout cells a node on this path may merge into a single larger room |
| Room Size Max |
1 |
The largest number of layout cells a node on this path may merge into a single larger room. Each node rolls a size between the min and max and absorbs that many adjacent free cells |
- Bigger halls on the main path: Set
Room Size Min / Room Size Max to something like 2 and 4 on the
Create Main Path node and leave the branch paths at 1. The main route then reads as a series of large
halls linked by narrow side passages
- Compact chunks: Raise
Cluster Blobbiness above 0.5. Lower it for long stringy chunks that feel more
like winding tunnels
- Tighter cave cells: On the Voronoi node, raise
Num Points and Num Relax Iterations together. More
points shrink the cells and more relaxation keeps them evenly sized instead of a mix of slivers and blobs