Procedural Stages
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.
Changelog
Features
- Diverse Terrain Types: Explore islands, open caves, and tunnel caves, each dynamically generated for a fresh adventure.
- Balanced Gameplay: Despite the procedural generation, the stages are balanced to feel like vanilla stages.
- Multiplayer Support: Enjoy the procedural adventure with friends.
- Integration with Simulacrum: Seamlessly compatible with Simulacrum.
- Adaptive Map Size: The map dynamically adjusts in size based on the stage number.
- Dynamic Map Themes: Experience different visual themes with every stage.
- Stage-Specific Interactables: Encounter stage-specific elements such as pressure plates, timed security chests, legendary chests, and the stage 4 alloy vulture nests.
- Random Decoration Placement: Discover unique environments with randomly placed decorations.
- Randomized Enemy Pool: Experience a dynamically curated assortment of enemies.
- Varied Music Selection: Immerse yourself in randomly selected music tracks.
- Support for 'Judgement' Mod: Compatible with the
Judgement mod.
Terrain types
Island stages
Islands stages have a 50% chance to spawn

Open caves stages
Open caves stages have a 25% chance to spawn

Open caves stages
Open caves stages have a 25% chance to spawn

More screenshots are available here.
Video
Here is a video created by LimeLight demonstrating the mod
Configuration
You can edit the configuration in Settings > Mod Options > ProceduralStages.
| Category |
Name |
Default value |
Description |
| Configuration |
Replace all stages |
Enabled |
If enabled, all stages will be procedurally generated. If disabled, normal stages and procedurally generated stages will be used. |
| 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. In multiplayer, all players must set the same value. |
| Debug |
Stage seed |
|
Specifies the stage seed. If left blank, a random seed will be used. In multiplayer, all players must set the same value. |
More configurations coming soon!
Report an issue
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.
Credits stuff
| Stage number |
Interactable credits |
Monster credit |
| 1 |
225 |
150 |
| 2 |
300 |
180 |
| 3 |
375 |
210 |
| 4 |
425 |
240 |
| 5 |
500 |
270 |
Todo list
- Fix the bug where the player sometime gets stuck in the drop pod.
- Add biomes/map types (snow, grass, desert, etc)
- Add props clustering
- Add floating island map?
- Replace special stages with procedural maps (Gilded Coast, Void Fields, Void Locus)
- Improve compatibility with Ro2API.DirectorAPI
- Randomize more terrain settings
- Add more configurations
- Create a random DccsPool instead of reusing the DccsPools from the game
- Replace the moon with a procedurally generated stage
- Randomize stage names
- Address the issue of getting stuck in holes in the map.
- Enhance stage creation performance.
- Enhance the uniqueness of stages.
- Remove the ability to dream for normal stages
- Add a config that lets you control the spawn rate of terrain types
Algorithms used
This section includes the algorithms utilized for implementing procedural terrain generation. If you are not a programmer, feel free to skip this section.