1# Region Settings 2 3The **region_settings** define the attributes for map generation that apply to an entire region. 4The general settings define the default overmap terrain and ground cover. Additional sections are 5as follows: 6 7| Section | Description | 8| ------------------------------- | --------------------------------------------------------------------- | 9| `region_terrain_and_furniture` | Defines the resolution of regional terrain/furniture to actual types. | 10| `field_coverage` | Defines the flora that cover the `field` overmap terrain. | 11| `overmap_lake_settings` | Defines parameters for generating lakes in the region. | 12| `overmap_forest_settings` | Defines parameters for generating forests and swamps in the region. | 13| `forest_mapgen_settings` | Defines flora (and "stuff") that cover the `forest` terrain types. | 14| `forest_trail_settings` | Defines the overmap and local structure of forest trails. | 15| `city` | Defines the structural compositions of cities. | 16| `map_extras` | Defines the map extra groups referenced by overmap terrains. | 17| `weather` | Defines the base weather attributes for the region. | 18| `overmap_feature_flag_settings` | Defines operations on overmap features based on their flags. | 19 20Note that for the default region, all attributes and sections are required. 21 22### Fields 23 24| Identifier | Description | 25| ----------------------- | ------------------------------------------------------------------ | 26| `type` | Type identifier. Must be "region_settings". | 27| `id` | Unique identifier for this region. | 28| `default_oter` | Default overmap terrain for this region. | 29| `default_groundcover` | List of terrain types and weights applied as default ground cover. | 30 31 32### Example 33```json 34{ 35 "type": "region_settings", 36 "id": "default", 37 "default_oter": "field", 38 "default_groundcover": [ 39 ["t_grass", 4], 40 ["t_dirt", 1] 41 ] 42} 43``` 44 45## Region Terrain / Furniture 46 47The **region_terrain_and_furniture** section defines the resolution of regional terrain/furniture 48to their actual terrain and furniture types for the region, with a weighted list for 49terrain/furniture entry that defines the relative weight of a given entry when mapgen resolves the 50regional entry to an actual entry. 51 52### Fields 53 54| Identifier | Description | 55| ----------- | ------------------------------------------------------------------ | 56| `terrain` | List of regional terrain and their corresponding weighted lists. | 57| `furniture` | List of regional furniture and their corresponding weighted lists. | 58 59### Example 60```json 61{ 62 "region_terrain_and_furniture": { 63 "terrain": { 64 "t_region_groundcover": { 65 "t_grass": 4, 66 "t_grass_long": 2, 67 "t_dirt": 1 68 } 69 }, 70 "furniture": { 71 "f_region_flower": { 72 "f_black_eyed_susan": 1, 73 "f_lily": 1, 74 "f_flower_tulip": 1, 75 "f_flower_spurge": 1, 76 "f_chamomile": 1, 77 "f_dandelion": 1, 78 "f_datura": 1, 79 "f_dahlia": 1, 80 "f_bluebell": 1 81 } 82 } 83 } 84} 85``` 86 87 88## Field Coverage 89 90The **field_coverage** section defines the furniture and terrain that make up the flora that 91cover the `field` overmap terrain. 92 93### Fields 94 95| Identifier | Description | 96| -------------------------- | ---------------------------------------------------------------------------- | 97| `percent_coverage` | % of tiles in the overmap terrain that have a plant. | 98| `default_ter` | Default terrain feature for plants. | 99| `other` | List of features with % chance when `default_ter` isn't used. | 100| `boost_chance` | % of field overmap terrains with boosted plant growth. | 101| `boosted_percent_coverage` | % of tiles in the boosted that have a plant. | 102| `boosted_other` | List of features in the boosted with % chance when `default_ter` isn't used. | 103| `boosted_other_percent` | % of `boosted_percent_coverage` that will be covered by `boosted_other`. | 104 105### Example 106```json 107{ 108 "field_coverage": { 109 "percent_coverage": 0.9333, 110 "default_ter": "t_shrub", 111 "other": { 112 "t_shrub_blueberry": 0.4166, 113 "t_shrub_strawberry": 0.4166, 114 "f_mutpoppy": 8.3333 115 }, 116 "boost_chance": 0.833, 117 "boosted_percent_coverage": 2.5, 118 "boosted_other": { 119 "t_shrub_blueberry": 40.0, 120 "f_dandelion": 6.6 121 }, 122 "boosted_other_percent": 50.0 123 } 124} 125``` 126 127## Overmap Lake Settings 128 129The **overmap_lake_settings** section defines the attributes used in generating lakes on the 130overmap. The actual placement of these features is determined globally across all overmaps so that 131the edges of the features align, and these parameters are mostly about how those global features 132are interpreted. 133 134### Fields 135 136| Identifier | Description | 137| ------------------------------------------ | --------------------------------------------------------------------------- | 138| `noise_threshold_lake` | [0, 1], x > value spawns a `lake_surface` or `lake_shore`. | 139| `lake_size_min` | Minimum size of the lake in overmap terrains for it to actually spawn. | 140| `lake_depth` | Depth of lakes, expressed in Z-levels (e.g. -1 to -10). | 141| `shore_extendable_overmap_terrain` | List of overmap terrains that can be extended to the shore if adjacent. | 142| `shore_extendable_overmap_terrain_aliases` | Overmap terrains to treat as different overmap terrain for extending shore. | 143 144### Example 145 146```json 147{ 148 "overmap_lake_settings": { 149 "noise_threshold_lake": 0.25, 150 "lake_size_min": 20, 151 "lake_depth": -5, 152 "shore_extendable_overmap_terrain": ["forest_thick", "forest_water", "field"], 153 "shore_extendable_overmap_terrain_aliases": [ 154 { "om_terrain": "forest", "om_terrain_match_type": "TYPE", "alias": "forest_thick" } 155 ] 156 } 157} 158``` 159 160## Overmap Forest Settings 161 162The **overmap_forest_settings** section defines the attributes used in generating forest and swamps 163on the overmap. The actual placement of these features is determined globally across all overmaps 164so that the edges of the features align, and these parameters are mostly about how those global 165features are interpreted. 166 167### Fields 168 169| Identifier | Description | 170| -------------------------------------- | ---------------------------------------------------------------------- | 171| `noise_threshold_forest` | [0, 1], x > value spawns `forest`. | 172| `noise_threshold_forest_thick` | [0, 1], x > value spawns `forest_thick`. | 173| `noise_threshold_swamp_adjacent_water` | [0, 1], x > value spawns `forest_water` if forest near a waterbody. | 174| `noise_threshold_swamp_isolated` | [0, 1], x > value spawns `forest_water` if forest isolated from water. | 175| `river_floodplain_buffer_distance_min` | Minimum buffer distance in overmap terrains for river floodplains. | 176| `river_floodplain_buffer_distance_max` | Maximum buffer distance in overmap terrains for river floodplains. | 177 178### Example 179 180```json 181{ 182 "overmap_forest_settings": { 183 "noise_threshold_forest": 0.25, 184 "noise_threshold_forest_thick": 0.3, 185 "noise_threshold_swamp_adjacent_water": 0.3, 186 "noise_threshold_swamp_isolated": 0.6, 187 "river_floodplain_buffer_distance_min": 3, 188 "river_floodplain_buffer_distance_max": 15 189 } 190} 191``` 192 193## Forest Map Generation Settings 194 195The **forest_mapgen_settings** section defines the attributes used in generating forest (`forest`, 196`forest_thick`, `forest_water`) terrains, including their items, groundcover, terrain and 197furniture. 198 199### General Structure 200 201At the top level, the `forest_mapgen_settings` is a collection of named configurations where each 202entry has the name of the overmap terrain that it applies to, e.g. `forest`, `forest_thick`, 203`forest_water`. It is possible to define settings for overmap terrains that are not rendered by 204the forest mapgen, but will be used when blending forest terrains with other terrain types. 205 206```json 207{ 208 "forest_mapgen_settings": { 209 "forest": {}, 210 "forest_thick": {}, 211 "forest_water": {} 212 } 213} 214``` 215 216Each terrain then has an independent set of configuration values that control the mapgen. 217 218### Fields 219 220| Identifier | Description | 221| ----------------------------- | ---------------------------------------------------------------------------- | 222| `sparseness_adjacency_factor` | Value relative to neighbors controls how sparse the overmap terrain will be. | 223| `item_group` | Item group used to place items randomly within the overmap terrain. | 224| `item_group_chance` | % chance, between 1 and 100, that an item will be placed. | 225| `item_spawn_iterations` | Number of times that the item spawning will be called. | 226| `clear_groundcover` | Clear all previously defined `groundcover` for this overmap terrain. | 227| `groundcover` | Weighted list of terrains used for base groundcover. | 228| `clear_components` | Clear all previously defined `components` for this overmap terrain. | 229| `components` | Collection of components that make up the terrains and furniture placed. | 230| `clear_terrain_furniture` | Clear all previously defined `terrain_furniture` for this overmap terrain. | 231| `terrain_furniture` | Collection of furniture conditionally placed based on terrain. | 232 233### Example 234 235```json 236{ 237 "forest": { 238 "sparseness_adjacency_factor": 3, 239 "item_group": "forest", 240 "item_group_chance": 60, 241 "item_spawn_iterations": 1, 242 "clear_groundcover": false, 243 "groundcover": { 244 "t_grass": 3, 245 "t_dirt": 1 246 }, 247 "clear_components": false, 248 "components": {}, 249 "clear_terrain_furniture": false, 250 "terrain_furniture": {} 251 } 252} 253``` 254 255### Components 256 257The components are a collection of named objects with a sequence, chance, and set of types that, 258during mapgen, are rolled in sequence to pick a feature to be placed at a given location. The names 259for the components are only relevant for the purposes of overriding them in region overlays. 260 261### Fields 262 263| Identifier | Description | 264| ------------- | -------------------------------------------------------------------- | 265| `sequence` | Sequence in which components are processed. | 266| `chance` | One in X chance that something from this component will be placed. | 267| `clear_types` | Clear all previously defined `types` for this component. | 268| `types` | Weighted list of terrains and furniture that make up this component. | 269 270### Example 271 272```json 273{ 274 "trees": { 275 "sequence": 0, 276 "chance": 12, 277 "clear_types": false, 278 "types": { 279 "t_tree_young": 128, 280 "t_tree": 32, 281 "t_tree_birch": 32, 282 "t_tree_pine": 32, 283 "t_tree_maple": 32, 284 "t_tree_willow": 32, 285 "t_tree_hickory": 32, 286 "t_tree_blackjack": 8, 287 "t_tree_coffee": 8, 288 "t_tree_apple": 2, 289 "t_tree_apricot": 2, 290 "t_tree_cherry": 2, 291 "t_tree_peach": 2, 292 "t_tree_pear": 2, 293 "t_tree_plum": 2, 294 "t_tree_deadpine": 1, 295 "t_tree_hickory_dead": 1, 296 "t_tree_dead": 1 297 } 298 }, 299 "shrubs_and_flowers": { 300 "sequence": 1, 301 "chance": 10, 302 "clear_types": false, 303 "types": { 304 "t_underbrush": 8, 305 "t_shrub_blueberry": 1, 306 "t_shrub_strawberry": 1, 307 "t_shrub": 1, 308 "f_chamomile": 1, 309 "f_dandelion": 1, 310 "f_datura": 1, 311 "f_dahlia": 1, 312 "f_bluebell": 1, 313 "f_mutpoppy": 1 314 } 315 } 316} 317``` 318 319### Terrain Furniture 320 321The terrain furniture are a collection of terrain ids with a chance of having furniture 322picked from a weighted list for that given terrain and placed on it during mapgen after 323the normal mapgen has completed. This is used, for example, to place cattails on fresh 324water in swamps. Cattails could be simply placed in the `components` section and placed 325during the normal forest mapgen, but that would not guarantee their placement on fresh 326water only, while this does. 327 328### Fields 329 330| Identifier | Description | 331| ----------------- | ------------------------------------------------------------------ | 332| `chance` | One in X chance that furniture from this component will be placed. | 333| `clear_furniture` | Clear all previously defined `furniture` for this terrain. | 334| `furniture` | Weighted list of furniture that will be placed on this terrain. | 335 336### Example 337 338```json 339{ 340 "t_water_sh" : { 341 "chance": 2, 342 "clear_furniture": false, 343 "furniture": { 344 "f_cattails": 1 345 } 346 } 347} 348``` 349 350## Forest Trail Settings 351 352The **forest_trail_settings** section defines the attributes used in generating trails in the 353forests, including their likelihood of spawning, their connectivity, their chance for spawning 354trailheads, and some general tuning of the actual trail width/position in mapgen. 355 356### Fields 357 358| Identifier | Description | 359| -------------------------- | ------------------------------------------------------------------------------------------- | 360| `chance` | One in X chance a contiguous forest will have a trail system. | 361| `border_point_chance` | One in X chance that the N/S/E/W-most point of the forest will be part of the trail system. | 362| `minimum_forest_size` | Minimum contiguous forest size before a trail system can be spawned. | 363| `random_point_min` | Minimum # of random points from contiguous forest used to form trail system. | 364| `random_point_max` | Maximum # of random points from contiguous forest used to form trail system. | 365| `random_point_size_scalar` | Forest size is divided by this and added to the minimum number of random points. | 366| `trailhead_chance` | One in X chance a trailhead will spawn at end of trail near field. | 367| `trailhead_road_distance` | Maximum distance trailhead can be from a road and still be created. | 368| `trail_center_variance` | Center of the trail in mapgen is offset in X and Y by a random amount between +/- variance | 369| `trail_width_offset_min` | Trail width in mapgen is offset by `rng(trail_width_offset_min, trail_width_offset_max)`. | 370| `trail_width_offset_max` | Trail width is mapgen offset by `rng(trail_width_offset_min, trail_width_offset_max)`. | 371| `clear_trail_terrain` | Clear all previously defined `trail_terrain`. | 372| `trail_terrain` | Weighted list of terrain that will used for the trail. | 373| `trailheads` | Weighted list of overmap specials / city buildings that will be placed as trailheads. | 374 375### Example 376 377```json 378{ 379 "forest_trail_settings": { 380 "chance": 2, 381 "border_point_chance": 2, 382 "minimum_forest_size": 100, 383 "random_point_min": 4, 384 "random_point_max": 50, 385 "random_point_size_scalar": 100, 386 "trailhead_chance": 1, 387 "trailhead_road_distance": 6, 388 "trail_center_variance": 3, 389 "trail_width_offset_min": 1, 390 "trail_width_offset_max": 3, 391 "clear_trail_terrain": false, 392 "trail_terrain": { 393 "t_dirt": 1 394 }, 395 "trailheads": { 396 "trailhead_basic": 50 397 } 398 } 399} 400``` 401 402## City 403 404The **city** section defines the possible overmap terrains and specials that may be used as 405buildings in a city, their weighted chances of placement, and some attributes that control the 406relative placements of various classes of buildings. 407 408### Fields 409 410| Identifier | Description | 411| ----------------------- | ------------------------------------------------------------------ | 412| `type` | City type identifier--currently unused. | 413| `shop_radius` | Radial frequency of shop placement. Smaller number = more shops. | 414| `park_radius` | Radial frequency of park placement. Smaller number = more parks. | 415| `houses` | Weighted list of overmap terrains and specials used for houses. | 416| `parks` | Weighted list of overmap terrains and specials used for parks. | 417| `shops` | Weighted list of overmap terrains and specials used for shops. | 418 419### Placing shops, parks, and houses 420 421When picking a building to place in a given location, the game considers the city size, the 422location's distance from the city center, and finally the `shop_radius` and `park_radius` values for 423the region. It then tries to place a shop, then a park, and finally a house, where the chance to 424place the shop or park are based on the formula `rng( 0, 99 ) > X_radius * distance from city center 425/ city size`. 426 427### Example 428```json 429{ 430 "city": { 431 "type": "town", 432 "shop_radius": 80, 433 "park_radius": 90, 434 "houses": { 435 "house_two_story_basement": 1, 436 "house": 1000, 437 "house_base": 333, 438 "emptyresidentiallot": 20 439 }, 440 "parks": { 441 "park": 4, 442 "pool": 1 443 }, 444 "shops": { 445 "s_gas": 5, 446 "s_pharm": 3, 447 "s_grocery": 15 448 } 449 } 450} 451``` 452 453## Map Extras 454 455The **map_extras** section defines the named collections of map extras--special mapgen events 456applied on top of the defined mapgen--that may be referenced by the `extras` property of an overmap 457terrain. This includes both the chance of an extra occurring as well as the weighted list of extras. 458 459### Fields 460 461| Identifier | Description | 462| ---------- | ---------------------------------------------------------------- | 463| `chance` | One in X chance that the overmap terrain will spawn a map extra. | 464| `extras` | Weighted list of map extras that can spawn. | 465 466### Example 467 468```json 469{ 470 "map_extras": { 471 "field": { 472 "chance": 90, 473 "extras": { 474 "mx_helicopter": 40, 475 "mx_portal_in": 1 476 } 477 } 478 } 479} 480``` 481 482## Weather 483 484The **weather** section defines the base weather attributes used for the region. 485 486### Fields 487 488| Identifier | Description | 489| ------------------------------ | --------------------------------------------------------------------- | 490| `base_temperature` | Base temperature for the region in degrees Celsius. | 491| `base_humidity` | Base humidity for the region in relative humidity % | 492| `base_pressure` | Base pressure for the region in millibars. | 493| `base_wind` | Base wind for the region in mph units. Roughly the yearly average. | 494| `base_wind_distrib_peaks` | How high the wind peaks can go. Higher values produce windier days. | 495| `base_wind_season_variation` | How the wind varies with season. Lower values produce more variation | 496| `weather_types` | Ids of the weather types allowed in this region. When choosing weather they will be iterated over in the order they are listed and the last valid entry will be the weather. | 497 498### Example 499 500```json 501{ 502 "weather": { 503 "base_temperature": 6.5, 504 "base_humidity": 66.0, 505 "base_pressure": 1015.0, 506 "base_acid": 0.0, 507 "base_wind": 5.7, 508 "base_wind_distrib_peaks": 30, 509 "base_wind_season_variation": 64, 510 "base_acid": 0.0, 511 "weather_types": [ 512 "clear", 513 "sunny", 514 "cloudy", 515 "light_drizzle", 516 "drizzle", 517 "rain", 518 "thunder", 519 "lightning", 520 "flurries", 521 "snowing", 522 "snowstorm" 523 ] 524 }, 525 } 526} 527``` 528 529## Overmap Feature Flag Settings 530 531The **overmap_feature_flag_settings** section defines operations that operate on the flags assigned to overmap features. 532This is currently used to provide a mechanism for whitelisting and blacklisting locations on a per-region basis. 533 534### Fields 535 536| Identifier | Description | 537| ----------------- | ------------------------------------------------------------------------------------------ | 538| `clear_blacklist` | Clear all previously defined `blacklist`. | 539| `blacklist` | List of flags. Any location with a matching flag will be excluded from overmap generation. | 540| `clear_whitelist` | Clear all previously defined `whitelist`. | 541| `whitelist` | List of flags. Only locations with a matching flag will be included in overmap generation. | 542 543### Example 544 545```json 546{ 547 "overmap_feature_flag_settings": { 548 "clear_blacklist": false, 549 "blacklist": [ "FUNGAL" ], 550 "clear_whitelist": false, 551 "whitelist": [] 552 } 553} 554``` 555 556# Region Overlay 557 558A **region_overlay** allows the specification of `region_settings` values which will be applied to 559specified regions, merging with or overwriting the existing values. It is only necessary to specify 560those values which should be changed. 561 562### Fields 563 564| Identifier | Description | 565| ---------- | ------------------------------------------------------------------------------------------- | 566| `type` | Type identifier. Must be "region_overlay". | 567| `id` | Unique identifier for this region overlay. | 568| `regions` | A list of regions to which this overlay should be applied. "all" will apply to all regions. | 569 570All additional fields and sections are as defined for a `region_overlay`. 571 572### Example 573```json 574[{ 575 "type": "region_overlay", 576 "id": "example_overlay", 577 "regions": ["all"], 578 "city": { 579 "parks": { 580 "examplepark": 1 581 } 582 } 583}] 584``` 585