Table of Contents

Class ChurchCryptDungeonBuilder

Namespace
GrindFest.Editor
Assembly
GrindFest.dll

Church Crypt (Level 0) — a small chapel-scale vault beneath the medieval city church. Intentionally compact and linear: entrance gate, ossuary, reliquary, priest's tomb. Priest's tomb hosts the stairs down to Church Catacombs (L1) (wiring done via prefab StairsRoomShape, not in this builder).

Themed dressing (sarcophagi, candles, statues, bones) comes from ChurchCryptFieldSetupBuilder's Church Crypt Room_Code and Church Crypt Entrance_Code FieldSetups. Stone walls / floors / pillars / rubble are reused from the existing Crypt's MP_Crypt Room_Code pack (fits a church crypt just as well).

Layout (loose, scatter-based): • Entrance: 12-cell gate room (same shape as RoyalTomb/Crypt entrance) • Ossuary: 4×4 burial cell • Reliquary: 5×3 narrow shrine • Priest's Tomb: 5×5 — destination of L0, holds stairs-down marker Corridors connect all rooms via Delaunay; darkness border closes the generated area.

Regen: GrindFest → PGG → Rebuild Church Crypt. Prereq: run Rebuild Crypt FieldSetups first (reuses its standalone door/wall mods + MP_Crypt Room pack) and Rebuild Church Crypt FieldSetups.

public class ChurchCryptDungeonBuilder : DungeonBuilder
Inheritance
object
ChurchCryptDungeonBuilder
Inherited Members

Properties

AssetFilename

Filename for the saved asset (e.g., "BP_Royal_Tomb_Code.asset").

PresetName

Name for the generated BuildPlannerPreset asset.

Methods

Configure()

Called by Build() — add planners, connections, and borders here.