Modding:WorldGen Concept: Difference between revisions

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World generation is very modular. Almost all generated parts of the world, such as ore deposits, creatures or trees, are specified via JSON content mods. On a coding level, each stage of generation triggers an event which the base game registers handlers to. Event handlers can be registered or removed through the API to alter any part of generation.
World generation is very modular. Almost all generated parts of the world, such as ore deposits, creatures or trees, are specified via JSON content mods. On a coding level, each stage of generation triggers an event which the base game registers handlers to. Event handlers can be registered or removed through the API to alter any part of generation.
== Content modding ==
== Content modding ==
Using content modding, here are the various things that can be added, modified or removed:
Using content modding, here are the various things that can be added, modified or removed. Properties relative to world generation can generally be found under ''Vintagestory/assets/survival/worldgen''
* Ore deposits
{| class="wikitable"
* Structures  
|-
* Trees
! Item !! Description
* Block layers
|-
* Block patches
| Deposits || Anything that is "deposited" in the ground on generation, such as ores or patches of blocks like gravel and chalk
* Geological provinces
|-
* Landforms
| Structures || Pre-defined structures, such as the ruins found throughout
* Villages
|-
| Trees || Tree and shrub placement
|-
| Block layers || Layers of blocks found above the rock layer
|-
| Block patches || Patches of blocks, also vegetation
|-
| Geological provinces || Geological attributes and placement
|-
| Landforms || Land layout and the general arrangement of terrain
|}


== Code modding ==
== Code modding ==