

Procedural Stages replaces conventional static terrains with procedurally generated environments, offering a fresh and varied experience with each stage while striving to maintain the familiar feel of vanilla stages.
Judgement mod.



More screenshots are available here.
Below are several videos that demonstrate the mod in action:
You can edit the configuration in Settings > Mod Options > ProceduralStages. All configurations can be adjusted at any time, even in the middle of a run. In multiplayer, the host's configuration is used.
| Category | Name | Default value | Description |
|---------------|----------------------|------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| |
| Configuration | Infinite map scaling | Disabled | If enabled, the stage size scaling will not be reset every loop. Exercise caution when utilizing this feature, as it may lead to increased map generation time and a decrease in framerate. |
| Stage [1,5] | <Terrain type> map spawn rate | See table below | Specifies the percentage of maps that will be generated with the <Terrain type> for stage 1. If the total percentage for stage X is less than 100%, normal stages may also spawn. If the total percentage for stage X is 0%, only normal stages will spawn.|
| Debug | Stage seed | | Specifies the stage seed. If left blank, a random seed will be used. |
Here are the default spawn rates for all terrain types:
| Stage | Open Caves | Tunnel Caves | Islands |
|---|---|---|---|
| Stage 1 | 40% | 40% | 20% |
| Stage 2 | 40% | 20% | 40% |
| Stage 3 | 30% | 60% | 10% |
| Stage 4 | 20% | 10% | 70% |
| Stage 5 | 20% | 40% | 40% |
If you encounter any issues, feel free to reach out to me on Discord (@Lawlzee) or create a GitHub issue. Please include your log file; it is really useful for troubleshooting.
| Stage number | Interactable credits | Monster credit |
|---|---|---|
| 1 | 225 | 150 |
| 2 | 300 | 180 |
| 3 | 375 | 210 |
| 4 | 425 | 240 |
| 5 | 500 | 270 |
This section includes the algorithms utilized for implementing procedural terrain generation. If you are not a programmer, feel free to skip this section.