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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.

NodeDescription
Biome LayoutThe Mapmaker.** Defines the spatial distribution of biomes across the dungeon using various layout algorithms.
Biome MaskThe Painter.** Replaces Logical IDs only within a specific biome.
Biome OverrideThe Exceptions.** Allows manually forcing specific logical IDs or biomes in certain areas, regardless of the graph's procedural logic.
Biome SelectorThe Filter.** Isolates a specific biome's area into a boolean mask.
Biome Weight BlendThe 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.

NodeDescription
Layer BlendThe Visual Compositor.** Combines two float maps using standard layer blending modes, similar to software like Photoshop or GIMP.
Masked BlendThe Switch.** Selects per-tile between two float inputs (A and B) based on a boolean mask.
Weighted BlendThe 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.

NodeDescription
Cellular AutomataThe Organic Smoother.** Refines binary masks (filled/empty) by simulating life-like growth rules.
ClampThe Bounder.** Constrains float values to a specific range.
Column Surface BandThe Layer Cake.** Creates a mask at a specific depth beneath the "highest" solid point in each column.
Distance FieldThe Proximity Map.** Calculates proximity gradients from a source mask.
Edge DetectThe Outline Tool.** Identifies the boundary between filled and empty cells in a mask.
Edge FinderThe Boundary Seeker.** Detects points where two specific logical IDs or semantic tags meet.
Flat FillThe Constant.** Generates a uniform float map where every single cell is set to the same specified value.
Height BandThe Stratifier.** Isolates vertical slices of the map with advanced anchoring.
Height GradientThe Ramp.** Generates a linear vertical gradient from 0.0 to 1.0.
InvertThe Flip.** Reverses the values of a mask or float field.
NormaliseThe Auto-Ranger.** Re-scales any input field back to a clean 0-1 range.
RemapThe Calibrator.** Scales and offsets values from one source range to a new destination range.
SmoothstepThe Softener.** Applies a smooth S-curve interpolation to float values.
StepThe Posteriser.** Creates hard binary transitions from float inputs.
ThresholdThe Binary Gate.** Converts a float field into a boolean mask.

Generator​

Nodes that create base shapes from scratch.

NodeDescription
Axis BandThe Slicer.** Generates a normalised horizontal or vertical mask.
Linear GradientThe Transition.** Generates a linear or diagonal transition from 0 to 1 across the map.
Radial GradientThe Circle.** Generates a circular gradient expanding outward from a central point.

Growth & Organic​

Algorithms that simulate natural expansion and crawling structures.

NodeDescription
ClusterThe Blobs.** Grows organic, blob-like regions from seed points.
Perlin WormThe Subterranean Carver.** Generates smooth, organic paths by walking noise-steered routes.
VeinThe Filament Grower.** Generates chain-like structures (veins) that crawl across the map.

Logical ID​

Nodes for managing structural tile identities.

NodeDescription
Bool Mask to Logical IDThe Converter.** Creates a new Logical ID map directly from a boolean mask.
Logical ID OverlayThe Stamp.** Forces a specific Logical ID onto the map wherever a boolean mask is True.
Logical ID Rule StackThe Logic Engine.** Applies a sequence of conditional rewrite rules.

Maths & Composite​

Low-level operations and complex expressions.

NodeDescription
Mask ExpressionThe Logic Controller.** Combines multiple boolean masks using a sequence of logical operations.
MathThe Arithmetic Unit.** Performs basic mathematical operations between two float maps or scalars.

Noise​

Procedural data generators.

NodeDescription
ConstantThe Static.** Emits a single unchanging value.
Fractal NoiseThe Detailer.** Stacks octaves to create high-frequency detail.
GradientThe Transition.** Generates a linear, radial, or diagonal transition from 0 to 1 across the map.
Perlin NoiseThe Standard.** Generates layered Perlin noise as a float map.
Simplex NoiseThe Modern Standard.** An efficient, artifact-free alternative to Perlin.
Surface 1D NoiseThe Horizon.** Generates a vertical surface mask using 1D noise applied horizontally.
Voronoi NoiseThe Cellular.** Generates a cellular pattern based on distances to seeds.

Output​

The final stage of the generation graph.

NodeDescription
Dungeon GeneratorHigh-Level Solver.** Generates complex constraint-based dungeons at input positions.
Point List OutputThe Scripter.** Exports a Point List channel to an external system or blackboard.
OutputThe Final Stage.** Every graph must have exactly one Output node.

Placement​

Nodes for scattering objects and prefabs.

NodeDescription
Placement SetThe Decorator.** Staps multiple prefabs across the map based on a table of rules.
Prefab SpawnerThe Point-Stamper.** Places prefabs at explicit coordinates without modifying tile logic.
Prefab StamperThe "Stamp" Tool.** Places structural landmarks that "carve" into the ground.

Query​

Spatial analysis nodes.

NodeDescription
Neighbourhood CheckThe Spatial Inspector.** Checks surrounding tiles for specific IDs or tags.

Sampling​

Nodes for generating point distributions.

NodeDescription
Point GridThe Uniform Sampler.** Generates points at regular intervals.
Poisson Disc SamplerThe Distribution Expert.** Generates points with a minimum gap.
Stochastic ScatterThe Probability Cloud.** Generates points based on a per-tile probability mask.

Select​

Conditional routing.

NodeDescription
SelectThe Switchboard.** Routes one of four input channels based on a control value.