From feb80b7dde200d4121cd9f9c583a08f9869c5588 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Mon, 29 Jun 2026 17:19:40 -0400 Subject: feat: incardinal directions (nw, ne, sw, se). probably janky in ways I haven't yet discovered. --- building_guide/admin.md | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) (limited to 'building_guide') diff --git a/building_guide/admin.md b/building_guide/admin.md index 4ec36c1..1c7db93 100644 --- a/building_guide/admin.md +++ b/building_guide/admin.md @@ -104,10 +104,21 @@ to see all available actions: | `remmob` | `room remmob ` | Remove a mob spawn | | `addspawn` | `room addspawn [qty] [respawn]` | Add an item spawn (must exist in data/items/) | | `remspawn` | `room remspawn ` | Remove an item spawn | +| `insert` | `room insert [name]` | Insert a new room into an exit, pushing rooms further out | All room commands are admin-only. Referenced objects, mobs, and items are validated before being added. +`room insert` works like `dig` but for an existing exit: it creates a new room +*between* your current room and the room the exit leads to. The far room and +everything reachable beyond it in that direction get "pushed" one step away. +For N/S/E/W, a grid validation ensures the push won't cause map overlap or +twist. For up/down, no grid check is needed — the new room simply becomes an +intermediate floor. The new room inherits the current room's outward-facing +exit properties (conditions, blocked messages, flags), while the far room's +reciprocal exit properties are preserved on its side. You are teleported into +the new room, just like `dig`. + #### god ``` god @@ -190,7 +201,8 @@ Dumps detailed diagnostic information about your current room: The typical admin worldbuilding workflow: 1. **Lay out rooms:** Use `dig` to create connected rooms quickly. If `dig` would create a - grid overlap, a two-way link is created instead — no duplicate rooms. + grid overlap, a two-way link is created instead — no duplicate rooms. Use `room insert` + to place a new room between two already-connected rooms without breaking the map grid. 2. **Flesh out rooms:** Use `room` commands to set names, descriptions, add objects/mobs/spawns directly from inside the game. For deeper edits, edit the YAML files directly in `data/rooms/` to add on-enter scripts, triggers, hazards, etc. -- cgit v1.2.3