Beta Tile generation is in development. You may find inconsistencies that we’re working to improve.

A single building of any connected shape (rectangle, L, U, T, …): a solid wall shell with purposeful, furnished rooms and door exits. Indoors is never season- or weather-washed; at night it's lit from within.

Starting…

Tiles

Which tiles the building may draw from.

Building type

What the building is for. The type lays out its rooms: a Home mixes rooms freely, while an inn, apartment block or office runs a corridor through the footprint and hangs its rooms off it. The type also sets sensible room caps, which you can still override in Rooms.

Appearance

A building is an interior, so season and weather don't apply: only the time of day (a night building is warmly lit inside) and the exterior apron.

Rooms

Every building is split into rooms: a room can span up to 3 tiles (the walls between them open up) and rolls a purpose that furnishes it. Cap how many rooms of each purpose the building may have: blank uses the sensible default, 0 forbids the purpose. Pinned caps travel in the code (Q tokens).

Plot

The rows × columns bounding box the building fits inside (each tile is 6″), up to 6×6; the building is any connected shape within it. Stored as the first two letters of the code (A=1, C=3, F=6), so CC… is a 3×3 plot.

Exits: leave blank for the default (about a quarter of the building's exterior tiles), or pin an exact number of door exits (Xnn), clamped to the number of perimeter cells.