World generation: Difference between revisions

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[[Special:MyLanguage/Rock|Rock]] layers come in three general categories: igneous, metamorphic, and sedimentary.  Each category of rocks has several specifc types of rocks in it, and when generating in the world, There can be multiple layers of each type (or none).  The type of rocks has no effect on any flora or fauna generation.  However it has a huge effect on what ores you may find in the area.
{{ll|Rock|Rock}} layers come in three general categories: igneous, metamorphic, and sedimentary.  Each category of rocks has several specifc types of rocks in it, and when generating in the world, There can be multiple layers of each type (or none).  The type of rocks has no effect on any flora or fauna generation.  However it has a huge effect on what ores you may find in the area.


== Tree Generation == <!--T:3-->
== Tree Generation == <!--T:3-->


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[[Special:MyLanguage/Trees|Trees]] generate with different densities across the landscape, with some tree shapes only available through world generation that cannot be regrown.
{{ll|Trees|Trees}} generate with different densities across the landscape, with some tree shapes only available through world generation that cannot be regrown.


== Natural Resources == <!--T:4-->
== Natural Resources == <!--T:4-->
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[[Special:MyLanguage/Clay|Clay]] forms on the surface of the world, appearing in the form of either blue clay or fire clay. Clay does not generate in extreme hot or extreme cold climates.
{{ll|Clay|Clay}} forms on the surface of the world, appearing in the form of either blue clay or fire clay. Clay does not generate in extreme hot or extreme cold climates.


=== Ores === <!--T:15-->
=== Ores === <!--T:15-->


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[[Special:MyLanguage/Ore Deposits|Ore Deposits]] generate all over the underground in Vintage Story. It is very important to pay attention to the type of rocks that is nearby, as ores will only form in specific rocks types.
{{ll|Ore Deposits|Ore Deposits}} generate all over the underground in Vintage Story. It is very important to pay attention to the type of rocks that is nearby, as ores will only form in specific rocks types.


=== Rocks === <!--T:17-->
=== Rocks === <!--T:17-->


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Underneath the surface lies a large variety of different type of [[Special:MyLanguage/Rock|rocks]]. There are 22 different types of rocks, and each rock hosts a different selection of [[Special:MyLanguage/Ore Deposits|ores]].
Underneath the surface lies a large variety of different type of {{ll|Rock|rocks}}. There are 22 different types of rocks, and each rock hosts a different selection of {{ll|Ore Deposits|ores}}.


=== Soil === <!--T:9-->
=== Soil === <!--T:9-->


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Different types of [[Special:MyLanguage/Soil|soil]] form over the landscape to form the surface. Some are more rare than others, with low fertility soil being the most common. The varying soil types have different levels of fertility, you may have to keep this in mind when choosing a location.<br>
Different types of {{ll|Soil|soil}} form over the landscape to form the surface. Some are more rare than others, with low fertility soil being the most common. The varying soil types have different levels of fertility, you may have to keep this in mind when choosing a location.<br>
The rainfall amount seems to be directly tied to the average soil fertility, as 'very rare rainfall' correlates with almost only low fertility (or non at all) soil, whilst 'rain almost all the time' translates into almost only medium fertility soil. Terra Preta however seems to not be influenced by rainfall.
The rainfall amount seems to be directly tied to the average soil fertility, as 'very rare rainfall' correlates with almost only low fertility (or non at all) soil, whilst 'rain almost all the time' translates into almost only medium fertility soil. Terra Preta however seems to not be influenced by rainfall.


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Crops or [[Special:MyLanguage/Wild Foods|Wild Foods]] spawn once on world generation and very slowly grow when the chunk is loaded. A mature crop resets back to stage 1 eventually. They however do not multiply.
Crops or {{ll|Wild Foods|Wild Foods}} spawn once on world generation and very slowly grow when the chunk is loaded. A mature crop resets back to stage 1 eventually. They however do not multiply.


== Temperature == <!--T:5-->
== Temperature == <!--T:5-->


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The temperature is a vital part of deciding what [[Special:MyLanguage/Wild Foods|wild foods]] can generate, whether or not [[Special:MyLanguage/Clay|clay]] can form, and even the [[Special:MyLanguage/Weather|weather]].
The temperature is a vital part of deciding what {{ll|Wild Foods|wild foods}} can generate, whether or not {{ll|Clay|clay}} can form, and even the {{ll|Weather|weather}}.


=== Weather === <!--T:23-->
=== Weather === <!--T:23-->


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The [[Special:MyLanguage/Weather|weather]] depends on the climate around it. As a guide, areas that are more green indicate a larger amount of rainfall.
The {{ll|Weather|weather}} depends on the climate around it. As a guide, areas that are more green indicate a larger amount of rainfall.


== Water == <!--T:6-->
== Water == <!--T:6-->


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Environments are formed with varying levels of [[Special:MyLanguage/Water|water]] density, this means that oceans, for example, are not force as a 'biome' but instead form organically.
Environments are formed with varying levels of {{ll|Water|water}} density, this means that oceans, for example, are not force as a 'biome' but instead form organically.


== Structures == <!--T:7-->
== Structures == <!--T:7-->


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Structures form over the world's surface and underground in the form of [[Special:MyLanguage/Ruins|ruins]]. These structures often contain loot that can benefit survival in various ways. Some blocks, such as [[Special:MyLanguage/Planks|aged wooden planks]], can only be found in these ruins.
Structures form over the world's surface and underground in the form of {{ll|Ruins|ruins}}. These structures often contain loot that can benefit survival in various ways. Some blocks, such as {{ll|Planks|aged wooden planks}}, can only be found in these ruins.


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[[Category:Game mechanics{{#translation:}}]]
[[Category:Game mechanics{{#translation:}}]]

Revision as of 04:56, 3 August 2023

The world is generated through a variety of different features procedurally generating to organically form different environments. Biomes don't really exist in this game, and are instead formed through mechanics such as temperature, rocks, tree density, and water density.

Rock Layer Generation

Rock layers come in three general categories: igneous, metamorphic, and sedimentary. Each category of rocks has several specifc types of rocks in it, and when generating in the world, There can be multiple layers of each type (or none). The type of rocks has no effect on any flora or fauna generation. However it has a huge effect on what ores you may find in the area.

Tree Generation

Trees generate with different densities across the landscape, with some tree shapes only available through world generation that cannot be regrown.

Natural Resources

When exploring, there are different natural resources that the average explorer may be interested in.

Clay

Clay forms on the surface of the world, appearing in the form of either blue clay or fire clay. Clay does not generate in extreme hot or extreme cold climates.

Ores

Ore Deposits generate all over the underground in Vintage Story. It is very important to pay attention to the type of rocks that is nearby, as ores will only form in specific rocks types.

Rocks

Underneath the surface lies a large variety of different type of rocks . There are 22 different types of rocks, and each rock hosts a different selection of ores .

Soil

Different types of soil form over the landscape to form the surface. Some are more rare than others, with low fertility soil being the most common. The varying soil types have different levels of fertility, you may have to keep this in mind when choosing a location.
The rainfall amount seems to be directly tied to the average soil fertility, as 'very rare rainfall' correlates with almost only low fertility (or non at all) soil, whilst 'rain almost all the time' translates into almost only medium fertility soil. Terra Preta however seems to not be influenced by rainfall.

Crops

Crops or Wild Foods spawn once on world generation and very slowly grow when the chunk is loaded. A mature crop resets back to stage 1 eventually. They however do not multiply.

Temperature

The temperature is a vital part of deciding what wild foods can generate, whether or not clay can form, and even the weather .

Weather

The weather depends on the climate around it. As a guide, areas that are more green indicate a larger amount of rainfall.

Water

Environments are formed with varying levels of water density, this means that oceans, for example, are not force as a 'biome' but instead form organically.

Structures

Structures form over the world's surface and underground in the form of ruins . These structures often contain loot that can benefit survival in various ways. Some blocks, such as aged wooden planks , can only be found in these ruins.


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