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Mapgen Reference

Technical reference for mimir-mapgen — Mimir’s procedural map generator that outputs Dungeondraft-compatible .dungeondraft_map files.

CLI Usage

mimir-mapgen <command>

Commands

CommandDescription
generateGenerate a .dungeondraft_map from a YAML config or biome preset
validateValidate a YAML config without generating
list-presetsList available biome presets

Generate

# From a YAML config file
mimir-mapgen generate config.yaml -o output.dungeondraft_map

# From a biome preset
mimir-mapgen generate --preset forest -o output.dungeondraft_map

# With a random seed override
mimir-mapgen generate config.yaml --seed 42 -o output.dungeondraft_map
FlagDescription
-o, --outputOutput file path (default: output.dungeondraft_map)
-s, --seedRandom seed override (takes precedence over config file seed)
-p, --presetGenerate from a biome preset instead of a config file

You must provide either a config file path or --preset, but not both.

Validate

mimir-mapgen validate config.yaml

Reports validation errors without generating a map. Useful for checking configs before generation.

List Presets

mimir-mapgen list-presets

Biome Presets

12 built-in presets with sensible defaults for terrain, objects, and noise parameters.

PresetSizeDescription
forest32×32Dense temperate forest with dirt paths, scattered rocks, and natural clearings
grassland32×32Open rolling hills with sparse trees and wildflowers
cave24×24Underground cavern with rocky terrain and dark ambient lighting
desert32×32Arid sandy wasteland with rocky outcrops and sparse scrub
lake32×32Tranquil woodland pond with grassy shores and scattered trees
ice_lake32×32Frozen lake covered in solid ice, with snow-covered shores
arctic32×32Frozen tundra with snow drifts, exposed rock, and harsh conditions
island_tropical32×32Tropical island with sandy beaches, palm trees, and warm ocean
island_forest32×32Forested island in a lake with dirt shores and dense tree cover
island_arctic32×32Snow-covered island surrounded by frigid dark water
swamp32×32Dark, murky wetland with stagnant water, dead trees, and dim lighting
forest_river32×32Dense forest bisected by a meandering river with rocky banks

Some presets accept alternate names: lake/pond, swamp/marsh/bog, island_tropical/tropical_island (hyphens also accepted).

YAML Configuration Schema

Top-Level Fields

name: "My Forest Map"          # string, required — map display name
width: 32                       # u32, required — width in grid squares
height: 32                      # u32, required — height in grid squares
seed: 42                        # u64, optional — random seed

Noise

Controls Perlin noise that drives terrain blending, object placement, and feature generation.

noise:
  seed: 0              # u32 — noise seed (separate from map seed), default 0
  octaves: 6           # usize — noise layers (more = more detail), default 6
  persistence: 0.5     # f64 — amplitude decay per octave (0–1), default 0.5
  lacunarity: 2.0      # f64 — frequency multiplier per octave, default 2.0
  scale: 0.01          # f64 — base frequency (lower = larger features), default 0.01

Island Mode

Optional radial falloff creating island/clearing shapes where the center is low and edges are high.

island_mode: 1.5       # f64, optional — falloff strength (higher = steeper)

Terrain

Defines 4 terrain texture slots and their noise-based blending.

terrain:
  slots:                        # exactly 4 slots required
    - texture: "res://textures/terrain/terrain_dirt.png"
      lower: 0.0                # f64 — noise range lower bound
      upper: 0.3                # f64 — noise range upper bound
    - texture: "res://textures/terrain/terrain_grass.png"
      lower: 0.25
      upper: 0.55
    - texture: "res://textures/terrain/terrain_moss.png"
      lower: 0.5
      upper: 0.8
    - texture: "res://textures/terrain/terrain_gravel.png"
      lower: 0.75
      upper: 1.0
  blend_width: 0.05            # f64 — overlap width for blending
  smooth_blending: false        # bool — smooth interpolation vs hard boundaries

Slots should have overlapping lower/upper ranges for natural blending. Each slot’s weight is determined by how well the noise value falls within its range.

Trees

Array of tree configurations with optional shadow and canopy layers.

trees:
  - id: "oaks"                           # string, optional — name for cross-referencing (e.g., from lights)
    tree:
      textures:                          # list of textures (randomly selected)
        - "res://textures/objects/trees/tree_01.png"
        - "res://textures/objects/trees/tree_02.png"
      min_distance: 180.0                # f64 — minimum spacing (pixels)
      noise_lower: 0.3                   # f64 — place only where noise > this
      noise_upper: 0.8                   # f64 — place only where noise < this
      probability: 0.8                   # f64 — placement chance (0–1)
      scale_min: 0.8                     # f64 — minimum random scale
      scale_max: 1.4                     # f64 — maximum random scale
      layer: 300                         # i32 — Dungeondraft render layer
      random_rotation: true              # bool — randomize rotation
      random_mirror: true                # bool — randomly flip horizontally
      custom_color: null                 # string, optional — ARGB hex override
    shadow:                              # optional shadow beneath tree
      texture: "res://textures/objects/trees/tree_shadow.png"
      offset: "Vector2( 10, 15 )"        # Vector2 — offset from tree position in pixels (Godot string form)
      scale_factor: 1.2                  # f64 — scale relative to tree
      layer: 50                          # i32 — render layer (below tree)
    canopy:                              # optional canopy placed on level 1 (overhead foliage)
      texture: "res://textures/objects/trees/tree_canopy.png"
      scale_factor: 1.5                  # f64 — scale relative to tree
      layer: 500                         # i32 — render layer (above tree)

All fields of the inner tree object block are required except id and custom_color. The shadow offset is a Vector2, written in Godot’s string form: "Vector2( x, y )".

Clutter

Small decorative objects scattered across the map.

clutter:
  - id: "grass"                          # string, optional — name for cross-referencing
    textures:
      - "res://textures/objects/grass/grass_01.png"
    min_distance: 80.0
    noise_lower: 0.2
    noise_upper: 0.7
    probability: 0.6
    scale_min: 0.5
    scale_max: 1.0
    layer: 100
    random_rotation: true
    random_mirror: false
    custom_color: null

Each clutter entry is an object config with the same fields as the tree block above; all fields are required except id and custom_color.

Clumps

Clustered object groups (rock formations, flower patches).

clumps:
  - id: "rock_piles"                     # string, optional — name for cross-referencing
    primary:                             # main object (placed via Poisson Disc)
      textures:
        - "res://textures/objects/rocks/rock_01.png"
      min_distance: 200.0
      noise_lower: 0.4
      noise_upper: 0.9
      probability: 0.5
      scale_min: 0.8
      scale_max: 1.2
      layer: 150
      random_rotation: true
      random_mirror: false
    secondary:                           # scattered around each primary
      textures:
        - "res://textures/objects/rocks/pebble_01.png"
      min_distance: 30.0
      noise_lower: 0.0
      noise_upper: 1.0
      probability: 1.0
      scale_min: 0.3
      scale_max: 0.6
      layer: 100
      random_rotation: true
      random_mirror: false
    secondary_count: [3, 6]              # [u32, u32] — min/max secondaries per primary
    secondary_radius: 100.0              # f64 — max distance of secondaries from primary (pixels)

primary and secondary are both full object configs (same fields and requirements as the tree block above).

Roads

Road paths using noise-following walk (straight) or sinusoidal meander (meandering).

roads:
  - id: "main_road"                      # string, optional — name for cross-referencing (lights, custom paths)
    from: Left                           # Edge — start: Left, Right, Top, Bottom (default Left)
    to: Right                            # Edge — end side (default Right)
    texture: "res://textures/paths/path_dirt.png"   # default "res://textures/paths/path_dirt.png"
    width: 512.0                         # f64 — road width in pixels (512 = 2 grid squares), default 512.0
    layer: 100                           # i32 — render layer, default 100
    style: straight                      # PathStyle — "straight" or "meandering", default straight
    step_distance: 64.0                  # f64 — walk step size (pixels), default 64.0
    fov: 1.047                           # f64 — field of view angle (radians), default π/3
    noise_weight: 0.5                    # f64 — 0=all progress, 1=all noise, default 0.5
    margin: 128.0                        # f64 — margin from map edge (pixels), default 128.0
    smooth_density: 8                    # usize — Bezier smoothing density, default 8
    effort: 0.5                          # f64 — contour crossing: 0.0 avoids contours, 1.0 ignores them, default 0.5
    edge_paths:                          # optional — border textures along road sides
      texture: "res://textures/paths/path_edge.png"
      offset: 20.0                       # f64 — perpendicular offset from center
      width: 8.0                         # f64 — edge path width
      layer: 190                         # i32 — render layer

All road fields have defaults, so roads: [{}] produces a valid default road.

Path styles:

  • straight — greedy walk following noise ridges/valleys. Roughly straight with gentle bends.
  • meandering — sinusoidal S-curves. More natural for rivers and winding roads.

Roads automatically route around rooms and corridors.

Rivers

River paths with water polygon and bank paths. Default style is meandering.

rivers:
  - id: "east_river"                     # string, optional — name for cross-referencing
    from: Top                            # Edge — start side (default Top)
    to: Bottom                           # Edge — end side (default Bottom)
    width: 768.0                         # f64 — water width (pixels), default 768.0
    style: meandering                    # PathStyle — "straight" or "meandering", default meandering
    step_distance: 64.0                  # f64 — walk step size, default 64.0
    fov: 1.047                           # f64 — FOV for straight style, default π/3
    noise_weight: 0.5                    # f64 — noise following weight, default 0.5
    margin: 128.0                        # f64 — margin from map edge, default 128.0
    smooth_density: 8                    # usize — Bezier smoothing, default 8
    deep_color: "ff3aa19a"               # string — ARGB hex for deep water, default "ff3aa19a"
    shallow_color: "ff3ac3b2"            # string — ARGB hex for shallow water, default "ff3ac3b2"
    bank_texture: "res://textures/paths/path_rocks.png"  # default "res://textures/paths/path_rocks.png"
    bank_width: 256.0                    # f64 — bank path width, default 256.0
    bank_layer: 100                      # i32 — bank render layer, default 100
    effort: 0.5                          # f64 — contour crossing: 0.0 follows valleys, 1.0 ignores contours, default 0.5
    source: null                         # string, optional — lake id where the river starts (overrides `from`)
    drain: null                          # string, optional — lake id where the river ends (overrides `to`)

Rivers generate a water polygon between two banks plus bank paths on each side. Very wide rivers (1000+) can simulate coastlines. Rivers automatically route around rooms and corridors.

source and drain connect a river to declarative lakes (see Lakes) by their id. When set, the river starts/ends at the lake shoreline instead of a map edge.

Water Bodies

Noise-threshold water generation for lakes and ponds.

water:
  threshold: 0.75                        # f64 — noise values above this become water
  deep_color: "ff3aa19a"                 # string — ARGB hex
  shallow_color: "ff3ac3b2"              # string — ARGB hex
  blend_distance: 40.0                   # f64 — edge blend distance
  min_contour_points: 6                  # usize — minimum polygon size
  smooth_iterations: 2                   # usize — edge smoothing passes
  pixels_per_cell: 64.0                  # f64 — coordinate scaling
  disable_border: false                  # bool — disable water border effect

Lakes

Declarative lakes placed by center and radius, with a noise-perturbed organic shoreline. The noise map is depressed inside the lake to form a basin.

lakes:
  - id: "north_lake"                     # string, required — unique id (referenced by river source/drain)
    center: [16, 10]                     # [f64, f64], required — center in grid squares
    radius: 5.0                          # f64, required — approximate radius in grid squares
    roughness: 0.4                       # f64 — shoreline jaggedness 0.0–1.0, default 0.4
    deep_color: "ff2a7f6f"               # string — ARGB hex, default "ff2a7f6f"
    shallow_color: "ff3ac3b2"            # string — ARGB hex, default "ff3ac3b2"
    blend_distance: 3.0                  # f64 — water edge blend distance, default 3.0

Elevation Contours

Cliff and hill contour lines at noise thresholds.

elevation:
  levels:
    - threshold: 0.65                    # f64 — noise threshold for this contour
      texture: "res://textures/paths/path_rocks.png"
      width: 12.0                        # f64 — contour line width
      layer: 100                         # i32 — render layer
      min_points: 8                      # usize — minimum contour length
      smooth_iterations: 2              # usize — smoothing passes
      shadow:                            # optional shadow below contour
        texture: "res://textures/paths/path_rocks.png"
        offset: 8.0                      # f64 — perpendicular offset
        width: 16.0                      # f64 — shadow width
        layer: 50                        # i32 — shadow layer
  pixels_per_cell: 64.0                  # f64 — coordinate scaling

Rooms

Rectangular rooms with walls, doors, and terrain overrides. Outdoor features (trees, clutter, roads) automatically route around rooms.

rooms:
  - id: "guard_room"              # string, required — unique identifier
    x: 4                          # u32 — grid X position (left edge)
    y: 6                          # u32 — grid Y position (top edge)
    width: 5                      # u32 — width in grid squares
    height: 4                     # u32 — height in grid squares
    terrain_slot: 3               # usize, optional — terrain texture slot (0–3)
    walls:                        # optional — per-wall toggles (default: all true)
      north: true
      south: true
      east: true
      west: false                 # open side
    portals:                      # optional — doors/windows on walls
      - wall: "north"            # WallSide — north, south, east, west
        position: 2              # u32 — grid offset along wall from start
        type: "door"             # PortalType — door, window, archway, secret_door
        width: 1                 # u32 — portal width in grid squares

All coordinates are in grid squares (256 pixels per grid square internally). Rooms must not overlap or extend beyond map boundaries.

Corridors

Connections between rooms with parallel wall segments.

corridors:
  - from: "guard_room"           # string — source room ID
    from_wall: "east"            # WallSide — exit wall of source
    to: "throne_room"            # string — destination room ID
    to_wall: "west"              # WallSide — entry wall of destination
    width: 2                     # u32 — width in grid squares
    terrain_slot: 3              # usize, optional — floor terrain slot
    portals:                     # optional — doors at corridor ends
      - end: "from"             # CorridorEnd — "from" or "to"
        type: "door"            # PortalType
        width: 1                # u32 — portal width

Corridors are straight when rooms are aligned on the connecting axis; L-shaped otherwise.

Polygons

Arbitrary closed shapes defined by vertices in grid coordinates. Use for irregular rooms, oval chambers, or L-shaped areas.

polygons:
  - id: "room_a"                   # string, required — unique identifier
    points:                        # list of [x, y] vertices tracing the perimeter in order
      - [3, 6]
      - [9, 6]
      - [9, 14]
      - [3, 14]
    terrain_slot: 3                # usize, optional — terrain texture slot (0–3)
    wall_texture: "res://textures/walls/battlements.png"  # optional
    portals:
      - edge: 0                   # usize — 0-indexed segment (edge 0 = points[0]→points[1])
        position: 0.5             # f64 — fractional position along edge (0.0–1.0)
        type: door                # PortalType — door, window, archway, secret_door

Vertices may be listed clockwise or counter-clockwise; validation only rejects self-intersecting outlines and degenerate (zero-length) edges, plus polygons with fewer than 3 vertices.

Adjacency: When two polygons share an edge, the shared wall is automatically removed, creating an open connection. Overlapping polygons are merged into a single outer wall. Edge indexing: edge 0 = points[0]points[1], the last edge wraps to points[0].

Portal Types

TypeDescription
doorStandard door
windowStandard window
archwayOpen archway
secret_doorHidden door

Pattern Fills

Polygon-bounded texture fills — floor tiles inside rooms, water overlays, or noise-gated ground detail. Key: pattern_fills.

pattern_fills:
  - region:                              # PatternRegion, required — where to place the pattern
      type: room                         # "water" | "room" | "polygon" | "noise"
      name: "guard_room"                 # room/polygon id (room and polygon types only)
    texture: "res://textures/patterns/tile_01.png"   # string, required — tileset texture
    color: "ffffffff"                    # string — ARGB hex tint, default "ffffffff"
    rotation: 0                          # i32 — texture rotation in degrees, default 0
    layer: 100                           # i32 — render layer, default 100
    outline: false                       # bool — outline instead of fill, default false

Region types:

typeExtra fieldsFills
waternoneEach generated water polygon
roomname (string — room id)The named room’s boundary
polygonname (string — polygon id)The named polygon’s boundary
noisenoise_lower, noise_upper (f64)Contours where noise falls in the range

Custom Paths

General-purpose paths beyond roads and rivers.

custom_paths:
  - style:                               # PathStyle, required — how the path is generated
      type: waypoints                    # "waypoints" | "room_to_room" | "offset" | "intermittent"
      points:                            # waypoints style: [x, y] in grid squares
        - [4, 4]
        - [12, 8]
        - [20, 6]
    texture: "res://textures/paths/path_dirt.png"    # string, required
    width: 1.0                           # f64, required — width in grid squares
    color: "ffffffff"                    # string — ARGB hex, default "ffffffff"
    layer: 100                           # i32 — render layer, default 100
    smooth: 8                            # usize — Bezier smoothing density (0 = none), default 8
    loop_path: false                     # bool — close the path into a loop, default false

Style types:

typeFieldsBehavior
waypointspoints (list of [x, y] in grid squares)Explicit path through the points
room_to_roomfrom, to (string — room ids)Connects the two rooms’ centers
offsetalong (string — feature id), offset (f64, grid squares, positive = left), reverse (bool, default false)Companion path at a perpendicular distance from a named road/river/feature
intermittentalong (string), segment_length (f64), segment_variation (f64, default 0), gap (f64), offset (f64, default 0), reverse (bool, default false)Breaks a parent path into segments with gaps

Lights

Point light placement.

lights:
  - placement:                           # LightPlacement, required — placement mode
      type: scatter                      # "scatter" | "along_path" | "with_objects"
      density: 6.0                       # f64, required — minimum spacing in grid squares
      noise_lower: 0.0                   # f64 — lower noise bound, default 0.0
      noise_upper: 1.0                   # f64 — upper noise bound, default 1.0
      probability: 1.0                   # f64 — keep chance per point, default 1.0
      margin: 0.1                        # f64 — edge margin fraction (0.0–0.5), default 0.1
    color: "ffeaefca"                    # string, required — ARGB hex
    intensity: 0.6                       # f64, required — typical range 0.0–1.0
    range: 4.0                           # f64, required — light range in grid squares
    shadows: false                       # bool — cast shadows, default false
    layer: 100                           # i32 — render layer, default 100

Placement types:

typeFieldsBehavior
scatterdensity (f64, required), noise_lower, noise_upper, probability, marginPoisson disc scatter gated by noise and probability
along_pathpath (string — road/river/feature id), density (f64 — lights per grid square of path)Lights at intervals along a named path
with_objectsgroup (string — tree/clutter/clump id)One light per placed object in the named group

Materials

Ground-level material scatter (ice, lava, acid, debris) as bit-packed bitmaps.

materials:
  - region:                              # MaterialRegion, required — where to place material
      type: noise                        # "noise" | "room" | "polygon" | "along_path"
      noise_lower: 0.0                   # f64 — lower noise bound (noise type)
      noise_upper: 0.25                  # f64 — upper noise bound (noise type)
    texture: "res://textures/materials/ice.png"      # string, required
    layer: "-400"                        # string — Dungeondraft layer id, default "-400" (Below Ground)
    smooth: true                         # bool — edge smoothing, default true

Region types:

typeExtra fieldsFills
noisenoise_lower, noise_upper (f64)Cells where noise falls in the range
roomname (string — room id)Inside the named room
polygonname (string — polygon id)Inside the named polygon
along_pathpath (string — feature id), width (f64 — corridor half-width in grid squares)Within a distance of the named path

Lighting

Ambient lighting and shadow configuration.

lighting:
  ambient_light: "ffffffff"              # string, required — ARGB hex ambient color
  ambient_energy: 1.0                    # f64, optional — brightness multiplier
  shadow_color: "66000000"               # string, optional — ARGB hex shadow color

Time-of-Day Reference Values

There is no YAML key, CLI flag, or MCP parameter that selects a time-of-day preset. The values below are reference colors to copy into an explicit lighting: block:

Time of dayambient_lightambient_energyshadow_color
Dawnfff5d0a00.766483020
Dayffffffffomitomit
Duskffdd88660.666301830
Nightff4466aa0.3cc000020
Undergroundff3333330.2cc000000

Common Dungeondraft Texture Paths

These res:// paths reference Dungeondraft’s default asset pack.

Terrain

  • res://textures/terrain/terrain_grass.png
  • res://textures/terrain/terrain_dirt.png
  • res://textures/terrain/terrain_dry_grass.png
  • res://textures/terrain/terrain_moss.png
  • res://textures/terrain/terrain_gravel.png
  • res://textures/terrain/terrain_stone.png
  • res://textures/terrain/terrain_sand.png
  • res://textures/terrain/terrain_snow.png
  • res://textures/terrain/terrain_ice.png

Walls

  • res://textures/walls/battlements.png
  • res://textures/walls/stone.png
  • res://textures/walls/wood.png
  • res://textures/walls/cave.png

Portals

  • res://textures/portals/door_00.png
  • res://textures/portals/window_03.png
  • res://textures/portals/archway_00.png
  • res://textures/portals/secret_00.png

See Also