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(+1)

Do you plan on updating to where you can add/remove walls and doors (more specifically remove doors) while editing?

Not in this generator, but probably in Dwellings.

(+1)

For those who are interested in 3d printing those models (as I was) here is an option. If you tried to load those models into a 3d slicing application you noticed that the hollow roofs are an issue. I solved this by importing the model into Blender and applying the Remesh modifier with a pretty low Voxel Size. It worked perfectly for me! Hope it helps!

(+1)

Would it be possible at some point to import floorplans? Like ones that have been downloaded, maybe edited but as long as it looks the same style, it'll work?

I don't think it's possible. What kind of changes do you make?

like importing something you'd already made and downloaded from the site for example, or importing something to make an overhang where there wasn't one before. But importing a creation previously made here also seems pretty cool to me

(+1)

just amazing, so nice

(+2)

IF YOU'RE ON MOBILE CLOSE THE GENERATOR RIGHT NOW. 

I spent like an hour tweaking and messing with settings and had generated a house with a story that was really firing me up. I tapped "copy permalink" hoping to save it but the android keyboard pops over the text box with the permalink in it, so i couldn't tap and hold on the text to copy it. I thought, "that's fine, I'll just screenshot the floor plan and a few exterior shots." But the app is completely soft locked once you enter the floorplan view. You cannot proceed past floor 1, you cannot toggle back out of it, you're just done. I even tried installing teamviewer remote support to see if i could send keystrokes, making sure to tab back into the generator as often as physically possible, but the act of connecting remote support caused the generator to crash completely and when i tabbed back in the page said "run" instead of "restore" and all that was left was my screenshot of the first floor. 

RIP house with cool towers and annexes situated in such a way as to suggest a crammed city street the house sprung up around... EXTREMELY good and feature rich otherwise, and I'll be going back for more. Just not on mobile. 

(+1)

I was going to reply something like "I know it's inconvenient on mobiles, but you can do this and that to make it work". Then I checked and it turned out that this generator lacks any touch support for the floorplan mode! It's an obvious oversight and I'm sorry about that. It will be fixed in a couple of weeks when I get back to my computer.

I do want you to know that this generator changed me in some way and im thinking about Stories again for the first time in ten years. Like I'm extremely happy this came into my life and being so crazed and desperate to save one house out of infinite mansions made me realize how important it was to me so thank you for that as well. 

(+2)

I love this generator but I have also a question. Is there an option to save the region/world with same names as on begining? Beacuse when I copy link and paste it in new window I got same world but with diffrent names.

(+2)

Am I understanding correctly that you don't change the names manually, but you still get different names after opening the link? If so, then it's a bug that I hoped I had already fixed before and I'll have to look into the issue again. If you are talking about custom names then they don't get encoded in permalinks (same as changes made with the warp tool for example).

(+1)

Yes, exacly. 


For example - I'm creating a new region. He has got cities with names A,B,C. When I close my browser and open it or send link to someone else they have same region but with names X,Y,Z. Hope now it more understandable :) 

(+2)

The generator is super.

I miss in the Blueprint a few possibility

- To place or remove walls inside the building.

- Set or remove windows.

- To set or remove doors. 

- To set or remove stairs inside the building. 

(+2)

would it be possible to add some options to make these more defensible?  one door and no windows on ground level, something like that

(1 edit) (+1)

You can try setting "base height" to 1 (effectively creating an additional floor without windows) and optionally increasing "floor height" for a more castle-like look.

I love this. The generator is great but I think it needs the ability to have walls around the mansion. Also sometimes the generator creates towers when you don't want a tower. Is there a way to fix this? Other than that this is great. I can work around the walls and other things. 

(+2)

We NEED one of these for castles

(+1)

any news on updates using tool to fabricate buildings for a venice like city im using for a ttrpg but venice buildings are almost always 2+ storys across the entire building and this always generates a part of the building as only 1 story tall so im having to edit each one

In the current version the number of storeys at any particular place of a building is defined by its ground plan. One-cell wide pieces usually (but not always) end up being 1 story tall. I was planning to introduce more control over number of storeys (or at least ability to specify a minimum height), but for now you can try avoiding blueprints with those 1-cell pieces: example.

(+1)

Hey, when I export file as obj it only exports as the mtl, is there a problem with the current version?

(+1)

Nothing has been changed regarding the export recently. For me (on my mac) it works normally in Chrome and Opera, but not in Safari - the obj is "skipped" as you described. I'll try to find a solution for this issue, but I am pretty sure it's about how the browser handles multiple files downloaded simultaneously. 

(+1)

yeah, the problem was with safari because im on mac as well, it works normally on chrome, thanks

(+1)

could you add an option for a minimum hight before parts of the buildings end in a roof, and a room segregation thats not based on roof hight sections please <3

(+1)

I'm going to update Procgen Mansion to make its rooms look like this: tweet.

(+1)

<3 nice thats amazing

(2 edits) (+1)

You already have caves, cities, buildings, villages. Any plan to generate interiors (props, furniture, doors etc) of the buildings?

The same building can be furnished "correctly" in too many ways depending on its purpose, historical period etc. So there won't be a universal "interior generator", but perhaps I'll try making something for specific cases such as taverns or small castles.

(1 edit) (+1)

OK, yes, furnishing has too many choices to make. But can their be rooms and stairs and doors (or just the entrances) like an unfurnished but complete house? in short an empty floor plan for the whole building?

But these mansions do have rooms, doors and stairs. The floor plans are not very interesting (as they just a byproduct of the algorithm responsible for creating exteriors), but... they are there.

(+1)

I am an idiot, just noticed there is already a 2d floor plan view. I just wanted to be able to go inside any generated building and may be see outside/inside through windows may be.

(+1)

Wow, just (re)discovered your work, was already impressed with the medieval city generator but this is great 

small question, is it normal that the blue print is missing the randomly generated doors ? you can add new space / door & tower, but can't seem to remove them one already there

anyway, i'll try some more, thanks for the great work

Thanks! I'm not sure I get what you are asking about:) Clicking an empty cell fills it and clicking a filled cell clears it. When you open the context menu over a cell there will be either "Unmark tower" or "Mark tower" depending on whether it's already marked or not. Same with the doors.

(+1)

Sorry, just getting back to your gen, and again I encounter the same "problem", so i'll try to reword my first post : 

When you generate a mansion from scratch, some doors exists, the 3d model and floor plan display them correctly, but the blueprint does not. 

What this means is once in blueprint i can force A door on a marked cell, but this does not mean that this will be the only door of the mansion,
when you hit enter, it feels like it generates randomly with a set number of door, and then "adds" marked blueprint door, resulting in mansions with a bit too many doors for my taste

What i thought it would do is use marked cell blueprint first, and if there is not enough opening, add some more during generation. Since the room generator seems perfect, it would allow to make mansions with less openings but more convoluted routes between rooms, ultimately making it more "dungeony" for RPGs (which is what i'm after :) )

Once again, it's already great as is, props to you

It's more complicated than that. A mansion consists of "wings" - rectangular blocks, each with its own roof (roofs are important!). Wings are grouped into "clusters" - sets of wings whose roofs can be merged "organically". When doors are generated, each cluster is considered independently. Depending on the area of a cluster, the generator tries to place one or more entrance doors, but there can't be more than one door per wing. The algorithm picks wings of the cluster one by one trying to spawn doors in them (it's not always possible) until it gets the required number of doors. To spawn a door in a wing the generator first check if there is a "marked" door in that wing. If there is, that marked location is used, otherwise a random valid location is chosen. Sometimes at the end of the process some marked doors are left unused. In this case they are added despite the fact that there are enough doors already.

Why it may be required to have more than one entrance in a mansion? I don't really remember - it was implemented long time ago. Probably I didn't like large mansions having a single inconspicuous door.

(+1)

Thanks for the detailed answer & insight into how it works !  

So if i read that  right, by marking an appropriate number of doors, for the size of the mansion, i can at least try to control the layout a bit !

I'll have to look again at the settings, see what may affect wings & cluster generation more finely :D

(+1)

Hit H to manually adjust style settings. Just thought people should know.

The Style dialog is also accessible via the context menu.

(+1)

I'd love to see your take on a spaceship generator like this one: https://ship.shapewright.com/

3D is not my thing, but generators like this one make me want to create something "3d-printable"...

Viewing most recent comments 1 to 17 of 92 · Next page · Last page