@bj Makes sense to me! Are all the cubes the same size? Or are there some small rooms and some massive open areas?
-F
@Felthry Every cube is the same size - 1 meter on a side. At mouse scale, though, that's a nice comfortable size to build in.
@Felthry One rule that is consistent, though, is that there are no one-way doors. If you go from room A to B through a specific door, then going backwards will always take you back to A.
@bj Hm. Are there doors that go from A to A?
-F
@bj Also, is every cube accessible from every other cube, or could there be isolated bits?
-F
@Felthry Only as special cases. There are exactly two rooms with self-loops. And to answer your other question, every cube is accessible from every other in a maximum of 64 steps. If you know what path you're taking, you can be anywhere in Underville in minutes, even if you're only going as fast as a mouse on foot can.
@Felthry This works because of the way rooms are tied to bit strings, 64 bits long. The exits correspond to the actions of pushing a bit onto either end of a string and dropping one off the other end, which is why there are 4 (0-start, 0-end, 1-start, 1-end) and why they're reversible. The only self-loops are in the all-0 and all-1 rooms. This is also why you can get anywhere in at most 64 steps; if you know your destination bit string, you just take the exits to shift it in one bit at a time.
@Felthry The latter. Every cube has four exits to other cubes somewhere in its walls, but they don't have to be in any specific place. Since the whole thing is a non-Euclidean mess anyway, you can get rooms with all four doors on a single wall and all leading to places that "should" overlap.