Procedural Stages
Procedural Stages replaces conventional static terrains with procedurally generated environments, offering a fresh and varied experience with each stage while striving to maintain the familiar feel of vanilla stages.
How does the generation works ?
At the beginning of each stage, a newly procedurally generated environment is created. The spawn pools for monsters and interactables, as well as the music selection, are randomly chosen from various stages.
Screenshots

Configuration
You can edit the configuration in Settings > Mod Options > ProceduralStages.
| Catgeory |
Name |
Default value |
Description |
| Configuration |
Replace all stages |
Enabled |
If enabled, all stages will be procedurally generated. If disabled, normal stages and procedurally generated stages will be used. |
More configurations coming soon!
Report an issue
If you encounter any issues, feel free to reach out to me on Discord (@Lawlzee) or create a GitHub issue.
Credits stuff
| Stage number |
Interactable credits |
Monster credit |
| 1 |
225 |
150 |
| 2 |
300 |
180 |
| 3 |
375 |
210 |
| 4 |
425 |
240 |
| 5 |
500 |
270 |
Todo list
- [X] Support multiplayer
- [X] Be compatible with the Risk of Resources Gauntlet mod
- [X] Make the color palette less blue
- [X] Add decorations to the map (grass, trees, rocks, pillars, etc.)
- [X] Optimize the NodeGraphs
- [X] Optimize the map mesh
- [X] Fix the bug where the screen flashes white when entering the first stage
- [X] Fix the bug where the screen flashes white when entering a void seed
- [X] Add a dead barrier if the player clips through the map
- [X] Improve music selection
- [X] Add more post-processing effects.
- [X] Implement Simulacrum support.
- [X] Optimize stage performance.
- [X] Prevent interactables from spawning on slopes.
- [X] Fix the bug where the player sometime gets stuck in the drop pod.
- [X] Legendary chest on stage 4 always cost 400
- [X] Fix drones spawning out of the map
- [ ] Add collision to props
- [ ] Add more configurations
- [ ] Add stage unique interactables. For example, add a red chest on stage 4
- [ ] Create a random DccsPool instead of reusing the DccsPools from the game
- [ ] Replace the moon with a procedurally generated stage
- [ ] Randomize stage names
- [ ] Address the issue of getting stuck in holes in the map.
- [ ] Enhance stage creation performance.
- [ ] Enhance stage runtime performance.
- [ ] Enhance the uniqueness of stages.
- [ ] Remove the ability to dream for normal stages
- [ ] Improve the orientation of Newt altars.
- [ ] Add compatibility with the
Judgement mod
Algorithms used
This section includes the algorithms utilized for implementing procedural terrain generation. If you are not a programmer, feel free to skip this section.