Introduction
Return to Main
Floor Layout
Floor Offsets
Player Starting Position
Filling the Map
The Elevators
No Touch Zones
Floor Creation
The Root Path
Filling Solo Holes
Fire
The Generators
Locking Trill
Shops and Computers
Pushable Walls
The Puzzles
Grate Traps
Cupboard Traps
Doors
Raiser Walls
Wall Holes
Encounters
Mines and Cupboards
Grates and Fire Hydrants
Wall Decorations
Holes
Fake Walls and Spinners
Outside a Base

Locking Trill

Obviously, this step is ignored if we're not building a space station.

Trill is always located in a random dead end picked by the map generator. An iris door is used to lock Trill, so it must make sure the facing cell is between 2 walls to hold the door. To reach the facing cell, we use the root direction.

When we have found a suitable place for Trill, the generator stores the location in memory and counts the number of steps required to reach the root cell. It then repeats the process of finding a different place for Trill and counts the number of steps again. If the number of steps is greater than what was last stored, the last stored position of Trill is replaced with this position. The generator does this 256 times to ensure Trill is as far as possible from the root cell.