Node Reference
This page provides a summary of all available nodes in the Dynamic Dungeon world generator, categorised by their primary function.
Biome
Nodes used for managing regional characteristics and translating Logical IDs into tiles.
| Node | Description |
|---|---|
| Biome Layout | The Mapmaker.** Defines the spatial distribution of biomes across the dungeon using various layout algorithms. |
| Biome Mask | The Painter.** Replaces Logical IDs only within a specific biome. |
| Biome Override | The Exceptions.** Allows manually forcing specific logical IDs or biomes in certain areas, regardless of the graph's procedural logic. |
| Biome Selector | The Filter.** Isolates a specific biome's area into a boolean mask. |
| Biome Weight Blend | The Arbiter.** Resolves multiple competing weight maps into a single Biome ID map based on which weight is highest per-tile. |
Blend
Nodes used for combining multiple masks or float channels using common blend modes.
| Node | Description |
|---|---|
| Layer Blend | The Visual Compositor.** Combines two float maps using standard layer blending modes, similar to software like Photoshop or GIMP. |
| Masked Blend | The Switch.** Selects per-tile between two float inputs (A and B) based on a boolean mask. |
| Weighted Blend | The Fader.** Linearly interpolates (lerps) between two float inputs based on a weight map. |
Filter & Transform
Nodes that manipulate existing data to create new shapes or ranges.
| Node | Description |
|---|---|
| Cellular Automata | The Organic Smoother.** Refines binary masks (filled/empty) by simulating life-like growth rules. |
| Clamp | The Bounder.** Constrains float values to a specific range. |
| Column Surface Band | The Layer Cake.** Creates a mask at a specific depth beneath the "highest" solid point in each column. |
| Distance Field | The Proximity Map.** Calculates proximity gradients from a source mask. |
| Edge Detect | The Outline Tool.** Identifies the boundary between filled and empty cells in a mask. |
| Edge Finder | The Boundary Seeker.** Detects points where two specific logical IDs or semantic tags meet. |
| Flat Fill | The Constant.** Generates a uniform float map where every single cell is set to the same specified value. |
| Height Band | The Stratifier.** Isolates vertical slices of the map with advanced anchoring. |
| Height Gradient | The Ramp.** Generates a linear vertical gradient from 0.0 to 1.0. |
| Invert | The Flip.** Reverses the values of a mask or float field. |
| Normalise | The Auto-Ranger.** Re-scales any input field back to a clean 0-1 range. |
| Remap | The Calibrator.** Scales and offsets values from one source range to a new destination range. |
| Smoothstep | The Softener.** Applies a smooth S-curve interpolation to float values. |
| Step | The Posteriser.** Creates hard binary transitions from float inputs. |
| Threshold | The Binary Gate.** Converts a float field into a boolean mask. |
Generator
Nodes that create base shapes from scratch.
| Node | Description |
|---|---|
| Axis Band | The Slicer.** Generates a normalised horizontal or vertical mask. |
| Linear Gradient | The Transition.** Generates a linear or diagonal transition from 0 to 1 across the map. |
| Radial Gradient | The Circle.** Generates a circular gradient expanding outward from a central point. |
Growth & Organic
Algorithms that simulate natural expansion and crawling structures.
| Node | Description |
|---|---|
| Cluster | The Blobs.** Grows organic, blob-like regions from seed points. |
| Perlin Worm | The Subterranean Carver.** Generates smooth, organic paths by walking noise-steered routes. |
| Vein | The Filament Grower.** Generates chain-like structures (veins) that crawl across the map. |
Logical ID
Nodes for managing structural tile identities.
| Node | Description |
|---|---|
| Bool Mask to Logical ID | The Converter.** Creates a new Logical ID map directly from a boolean mask. |
| Logical ID Overlay | The Stamp.** Forces a specific Logical ID onto the map wherever a boolean mask is True. |
| Logical ID Rule Stack | The Logic Engine.** Applies a sequence of conditional rewrite rules. |
Maths & Composite
Low-level operations and complex expressions.
| Node | Description |
|---|---|
| Mask Expression | The Logic Controller.** Combines multiple boolean masks using a sequence of logical operations. |
| Math | The Arithmetic Unit.** Performs basic mathematical operations between two float maps or scalars. |
Noise
Procedural data generators.
| Node | Description |
|---|---|
| Constant | The Static.** Emits a single unchanging value. |
| Fractal Noise | The Detailer.** Stacks octaves to create high-frequency detail. |
| Gradient | The Transition.** Generates a linear, radial, or diagonal transition from 0 to 1 across the map. |
| Perlin Noise | The Standard.** Generates layered Perlin noise as a float map. |
| Simplex Noise | The Modern Standard.** An efficient, artifact-free alternative to Perlin. |
| Surface 1D Noise | The Horizon.** Generates a vertical surface mask using 1D noise applied horizontally. |
| Voronoi Noise | The Cellular.** Generates a cellular pattern based on distances to seeds. |
Output
The final stage of the generation graph.
| Node | Description |
|---|---|
| Dungeon Generator | High-Level Solver.** Generates complex constraint-based dungeons at input positions. |
| Point List Output | The Scripter.** Exports a Point List channel to an external system or blackboard. |
| Output | The Final Stage.** Every graph must have exactly one Output node. |
Placement
Nodes for scattering objects and prefabs.
| Node | Description |
|---|---|
| Placement Set | The Decorator.** Staps multiple prefabs across the map based on a table of rules. |
| Prefab Spawner | The Point-Stamper.** Places prefabs at explicit coordinates without modifying tile logic. |
| Prefab Stamper | The "Stamp" Tool.** Places structural landmarks that "carve" into the ground. |
Query
Spatial analysis nodes.
| Node | Description |
|---|---|
| Neighbourhood Check | The Spatial Inspector.** Checks surrounding tiles for specific IDs or tags. |
Sampling
Nodes for generating point distributions.
| Node | Description |
|---|---|
| Point Grid | The Uniform Sampler.** Generates points at regular intervals. |
| Poisson Disc Sampler | The Distribution Expert.** Generates points with a minimum gap. |
| Stochastic Scatter | The Probability Cloud.** Generates points based on a per-tile probability mask. |
Select
Conditional routing.
| Node | Description |
|---|---|
| Select | The Switchboard.** Routes one of four input channels based on a control value. |