Generación del Mundo
El mundo se genera a través de una variedad de características diferentes que se generan de forma procedimental para formar orgánicamente distintos entornos. Los biomas no existen realmente en este juego, sino que se forman a través de mecánicas como la temperatura, la piedra, la densidad de los árboles y la densidad del agua.
Generación de capas de rocas
Las capas de roca vienen en tres categorías generales: ígneas, metamórficas y sedimentarias. Cada categoría de piedra tiene varios tipos específicos de piedra en ella, y cuando se genera en el mundo, puede haber múltiples capas de cada tipo (o ninguna). El tipo de piedra no tiene ningún efecto en la generación de flora o fauna. Sin embargo, tiene un gran efecto sobre los minerales que se pueden encontrar en la zona.
Generación de arboles
Los árboles se generan con diferentes densidades a través del paisaje, con algunas formas de árboles sólo disponibles a través de la generación del mundo que no pueden volver a crecer.
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 stone that is nearby, as ores will only form in specific stone types.
Stone
Underneath the surface lies a large variety of different type of stone. There are 20 different types of stone, and each stone 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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Vintage Story | Guías • Preguntas más frecuentes (FAQ) • Vintage Story Original Soundtrack • Versiones • Controles |
Mecánicas de juego | Fabricación • Talla Lítica • Alfarería • Herrería • Cocina • Temperatura • Hambre • Minería • Estabilidad temporal • Energía mecánica • Comercio • Agricultura • Ganadería |
Mundo | Generación del Mundo • Biomas • Clima • Tormentas temporales |
Objetos | Herramientas • Armas • Armadura • Ropa • Mochilas • Materiales • Comida |
Bloques | Terreno • Plantas • Decorativo • Iluminación • Functional • Minerales |
Entidades | Entidades hostiles • Animales • NPCs • Jugadores |
Miscellaneous | List of client commands • Lista de comandos del servidor • Creative Starter Guide • Bot System • Cómo utilizar Worldedit • Cinematic Camera • Adjustable FPS Video Recording • ServerBlockTicking |