Stronghold/Structure

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This page documents the layer-by-layer composition of a given generated structure, terrain feature, or feature.
 
The stronghold library.
The stronghold end portal room.


Some asymmetric aspects of certain rooms (like the chest in the altar room) can generate mirrored when compared to the blueprints below: in a nutshell, this happens because the generation of stronghold is hard-coded as orientation dependent. Particularly, the blueprints are exact when the rooms generate towards south (+Z) or west (-X) direction (when the player enters the room, is facing south or west), and are mirrored in the other two cases.

Note that any of the stone bricks that are part of the external walls in the blueprints below can be mossy (30%), cracked (20%) or infested (5%); the inner walls or floors in the single room, instead, are always made of regular stone bricks or cobblestone. Furthermore, the external wall of every room can not generate at all, if the room is floating in caves, resulting in disconnected stronghold parts and floating doors, chests, libraries.[1]

Blueprints[edit | edit source]

In the pages below, the various rooms are visualized like if the player enters from the bottom up.

Doors[show][edit]

Straight, right and left turn corridors[show][edit]

Jail Cell[show][edit]

Large Room[show][edit]

Straight Staircase[show][edit]

Spiral Staircase[show][edit]

Five-way crossing[show][edit]

Loot Altar[show][edit]

Library[show][edit]

Portal Room[show][edit]

Dead-end corridors[show][edit]

References[edit | edit source]

  1. "No... I wanted the strongholds to be a little messed up. The only room that has a guaranteed shape is the portal room., That's also (unfortunately) why the EoE tracks the portal instead of the entrance." - jeb_